;
;
;Ulitimate Civ II - Civilopedia Descriptions Text File -- Copyright (c) 1997 MicroProse Software, Inc. 
;
;This file contains the descriptions of all the Civilization Advances, City Improvements, Wonders of
;the World, Units, and Game Concepts displayed in the Civilopedia. It is designed to be adaptable to
;conform to customized scenarios by the replacing existing text with scenario-specific text.
;
;PLEASE MAKE A COPY OF THE ORIGINAL TEXT FILE BEFORE YOU MAKE ANY CHANGES!
;
;
;

@ADVANCE_DESCRIPTIONS
;
;Translation Note: This section consists (verbatim) of the following files from the original Civilopedia, ;strung together to make one contiguous section: ADVANC1.PDE, ADVANC2.PDE, ADVANC3.PDE,
;and ADVANC4.PDE. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Amphibious Warfare will be the 55'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@ADVANCE_INDEX
0,			; Advanced Flight - Siege Warfare *
1,			; Alphabet - Catapult *
54,			; Amphibious Warfare - Assassins Guild *
2,			; Astronomy - Quisition *
3,			; Atomic Theory - Island donation *
4,			; Automobile - ANKH-MORPORK
5,			; Banking - Untameable Tribes *
6,			; Bridge Building - Civil Engineering *
7,			; Bronze Working - Werewolves *
8,			; Ceremonial Burial - CIVILIZED *
9,			; Chemistry - New Watch Houses *
10,			; Chivalry - Warrior of OM *
11,			; Code of Laws - Toll Bridges *
55,			; Combined Arms - Foreign Legion *
12,			; Combustion - Dwarves *
13,			; Communism - OTHER 
14,			; Computers - Wizard Guild *
15,			; Conscription - Moving Turtle *
16,			; Construction - Defensive Tactics *
17,			; The Corporation - Witch Coven *
18,			; Currency - Magic Carpet *
19,			; Democracy - EMPTY *
56,			; Economics - Vampire *
20,			; Electricity - National Hero *
21,			; Electronics - NOT OTHER *
22,			; Engineering - Rincewind *
57,			; Environmentalism - Deacon Vorbis *
58,			; Espionage - Granny Weatherwax *
23,			; Explosives - 71-Hours Ahmed *
24,			; Feudalism - Lady Margolotta *
25,			; Flight - Forged Currency *
59,			; Fundamentalism - OMNIA
26,			; Fusion Power - Submarine *
27,			; Genetic Engineering - Aqueduct building *
60,			; Guerrilla Warfare - EMPTY *
79,			; Gunpowder - Offensive Tactics *
80,			; Horseback Riding - Via Cloaca *
81,			; Industrialization - RAMTOP
82,			; Invention - Cripple Mr Onion *
83,			; Iron Working - Sapient Pearwood *
28,			; Labor Union - Magical Theory *
61,			; The Laser - Magical Learning *
62,			; Leadership - Octo-cellulose *
29,			; Literacy - Rubber Vats *
63,			; Machine Tools - Mr Sonky *
30,			; Magnetism - Movable types * 
31,			; Map Making - Maritime Trade *
32,			; Masonry - Printing Press *
33,			; Mass Production - Alchemy *
34,			; Mathematics - Agatean Empire *
35,			; Medicine - Carrier pigeon *
36,			; Metallurgy - Clack communication *
64,			; Miniaturization - Clacks Towers *
65,			; Mobile Warfare - Modern Tactics *
37,			; Monarchy - Monarchy *
66,			; Monotheism - Moving Pictures *
38,			; Mysticism - Street Preachers *
39,			; Navigation - Counterweight Cont. *
40,			; Nuclear Fission - ONCE REMOVED *
41,			; Nuclear Power - Steam Engine *
42,			; Philosophy - Study in Ephebe lib *
43,			; Physics - C.M.O.T. Dibbler *  
44,			; Plastics - Magical Experiment. *
89,			; Plumbing - Golem Building *
68,			; Polytheism - Golem use *
45,			; Pottery - Golem Awareness *
69,			; Radio - Teleportation(Alice Venturi) *
46,			; Railroad - EMPTY *
47,			; Recycling - Music with Rocks In *
48,			; Refining - Music Festival *
70,			; Refrigeration - EMPTY *
49,			; The Republic - The Republic *
50,			; Robotics - Military Tactics *
51,			; Rocketry - Tacticus Notebook *
71,			; Sanitation - Fishing Boats *
72,			; Seafaring - Paddle Wheel *
52,			; Space Flight - Covert Op. in A-M *
73,			; Stealth - The Gonne *
53,			; Steam Engine - Ritual of Ashk-Ente *
84,			; Steel - Racial Integration *
85,			; Superconductor - Specialized Workers *
74,			; Tactics - University of Magic *
75,			; Theology - Colour Movies *
86,			; Theory of Gravity - Guild Justice *
87,			; Trade - Ponce da Quirm *
88,			; University - Scientific Experim. *
76,			; Warrior Code - Leonardo da Quirm *
77,			; The Wheel - Portal Closure *
78,			; Writing - Negotiable Affection *
67,			; Future Technology - MWTBLA *
90,			; User Def Tech A - EMPTY *
91,			; User Def Tech B - Llamedos Jones *
-1,			; User Def Tech C - Rserve
-1,			; Extra Advance 1 - NOT A-M
-1,			; Extra Advance 2 - NOT OMNIA
-1,			; Extra Advance 3 - NOT RAMTOP
-1,			; Extra Advance 4 - NOT KLATCH
-1,			; Extra Advance 5 - NOT UBERWALD
92,			; Extra Advance 6 - KLATSCH
93,			; Extra Advance 7 - UBERWALD
-2,			; MUST BE HERE! TERMINATOR!

@@Advanced Flight ; Siege Warfare
The art of waging war in cities, to defend or attack them. This tech is necessary on the path to City Walls and Catapults.
 
@@Alphabet ; Catapult
The catapult is a device used to hurl lumps of rock on enemy troops or cities. Most useful to attack cities behind walls.

@@Astronomy ; Quisition
The Quisition is the sharp end of the religious system in Omnia. It comprises the inquisitors (torturers who extract confessions and bodily parts from heretics) and the Exquisitors who just... arrange matters. The Quisition can act without the possibility of error. Suspicion is proof. The Great God OM would not have seen fit to put the suspicion in the minds of his exquisitors unless it was right that it would be there. Some people have pointed out the essential flaw in this argument, but not very loudly, and they are often running while they say it. The Quisition's unwritten modo is CVIVS TESTICULULOS HABES, HABEAS CARDIA ET CEREBELLUM, which, loosely translated means that when you have people's full attention, you have their hearts and minds... (This tech is only useful for Omnia)

@@Atomic Theory ; Island donation
The King of Lancre wisely decides to offer some land to the Nac Mac Feegle to give them a reason to fight on his side: an island up on a lake, where the herons nest, with lots of fish and lots of hunting up the valley. A nice place, but not too big a price to pay to avoid seeing the cows being stolen by 4 six-inches-high blue men (one under each hoof), and to have them on one's side... (This tech is only useful for Ramtop Kingdoms)

@@Automobile ; ANKH-MORPORK
Ankh-Morpork is the biggest and oldest existing city on the Discworld. It is known to its citizens/denizens as the Big Wahoonie (a vegetable that typically grows to 20 feet, is covered in spikes the colour of earwax and smells like an anteater that's eaten a very bad ant). Bisected by the river Ankh, the city is really 2 cities: proud Ankh and pestilent Morpork, although the pestilence is quite democratic and in fact covers most of the city. Ankh-Morpork has been burned down many times in its long history; each time, it is rebuilt using the traditional local materials of tinder-dry wood and thatch waterproofed with tar. The city is the profitable bottleneck between the Sto Plains and the rest of the Discworld. It is a working city with guilds and wizards, small factories and workshops, and a flourishing cattle market and slaughterhouse district.

@@Banking ; Untameable Tribes
Among the many warlike tribes who dwell in the deserts of the Klatchian continent, the Dregs are the fiercest! The Dregs live on the border between Klatch and Hersheba, and used to be permanently at war with Klatch, Hersheba, and each other, and have considerable fun because the Dreg word for "stranger" is the same as for "target"... But what would happen if a powerful Klatchian ruler would manage to enlist the Dregs in his armies? (This tech is only useful for Klatch)

@@Bridge Building ; Civil Engineering
The study of civil engineering will allow the construction of bridges, and is necessary to be able to make further research in the fields of Siege Warfare or water-related buildings.

@@Bronze Working ; Werewolves
The Werewolves of Uberwald are one of the main powers in the country where they live in clans. Their violent nature makes them really useful in times of war...(This tech is only useful for Uberwald)

@@Ceremonial Burial ; CIVILIZED

@@Chemistry ; New Watch Houses
With the arrival of Carrot Ironfoundersson (a 2 metre high dwarf...), his nomination as Captain and promotion of Captain Vimes to Commander of Police, the A-M City Watch was fully reorganized, taking in new recruits, mostly from the ethnic minorities (dwarves, trolls, undeads,...). With this sudden flow of new watchmen, it was possible (and indeed necessary) to reopen Watch Houses which had been closed for decades. (This tech is only useful for Ankh-Morpork)

@@Chivalry ; Warrior of OM
The Divine Legion is the military arm of the Omnian Church. Apart from national defence, which is sometimes undertaken in advance of any actual attack, their main duty for many years was to stamp heavily on heresy. At times when a strong Prophet calls for a religious war, the aggressiveness of the Divine Legionaries can be increased, making them a formidable war machine... (This tech is only useful for Omnia)

@@Code of Laws ; Toll Bridges
Many solitary trolls tend to live under bridges in remote areas, where they extort money from the travellers wishing to cross the river... (This tech is only useful for Ramtop Kingdoms)

@@Combustion ; Dwarves
A race of humanoids approximatively 4 feet tall, with a natural attraction for mountains and mineshafts. All dwarfs have beards and wear up to twelve layers of clothing. Gender is more or less optional. All dwarfs are by nature dutiful, serious, literate, obedient and thoughtful people whose only minor failing is a tendency, after one drink, to rush at enemies screaming "Arrrrrrgh!" and axing their legs off at the knee. It isn't true that Dwarves love gold: they just say so to get it into bed... (This tech is only useful for Uberwald)

@@Communism ; OTHER
All the cities not part of the 5 main nations are regrouped under the Independent flag.

@@Computers ; Wizard Guild
There are eight orders of Wizardry and eight grades in each. In practical terms, the affairs of academic wizardry as a whole are run by the Archchancellor and faculty. Senior wizards' time is taken up with sleeping, eating at least 4 large meals a day, University administration and generally, well, being a wizard just as hard as they can. (This tech is only useful for Ankh-Morpork)

@@Conscription ; Moving Turtle
Built on a wooden cart frame, armoured with iron plates and steam powered, the Moving Turtle is truly a marvel of applied natural philosophy! Thanks to its weight and power, it can be used as a battering ram. Its operator must be really cautious with its waste steam pipe to avoid spraying people (up to many yards away! even birds are not safe from that!) with scalding steam! (This tech is only useful for Omnia)

@@Construction ; Defensive Tactics
To better defend against opponents, new defensive tactics must be developed, allowing new units to be created in the future...

@@Corporation ; Witch Coven
Unlike wizards, witches are solitary creatures. They enrol in no school and have no formal system of regulation. The informal coven of Granny Weatherwax, Nanny Ogg and Magrat Garlick in Lancre is extremely unusual: witches generally get together only rarely, to exchange gossip and discuss the affairs of the region. Contrary to salacious popular belief, there is no question of them doing anything (like dancing under a full moon) without their clothes on. Most witches are elderly and keep several layers of flannelette between themselves and the outside world at all times. (This tech is only useful for Ramtop Kingdoms)

@@Currency ; Magic Carpet
The Klatchian mastery of applicated magic is legendary. They are the only producers of the fabled magic carpets. (This tech is only useful for Klatch)

@@The Democracy ; EMPTY

@@Electricity ; National Hero
Every nation has their mythical or historical characters; on the Disc, these are Rincewind (Ankh-Morpork), Deacon Vorbis (Omnia), Lady Margolota (Uberwald), Esme Weatherwax (Ramtop Kingdoms) and 71-Hours Ahmed (Klatch). Of course, it would be a bit far-fetched to call most of them "heroic"...

@@Electronics ; NOT OTHER

@@Engineering ; Rincewind
Generally referred to as the Wizzard, he is tall, thin and scrawny, with a scrawny beard that looks like the kind of beard worn by people who aren't cut out by Nature to be beard-wearers. He is a survivor. There are scars all over him. Mostly on his back. He does have an innate gift for languages allowing him to shout "Don't kill me!" in a hundred different countries. He is an inefficient mage to the extreme. There are eight levels of magic on the Disc. After all the years, Rincewind has failed to even achieve level one. It was in fact the opinion of some of his tutors that he was incapable of even achieving level 0, at which most normal people are born... (This tech is only useful for Ankh-Morpork)

@@Explosives ; 71-Hours Ahmed
A short and skinny man with a headdress and the most crowded face one can imagine: a network of scars surround a nose like an eagle's beak. There is a sort of beard and moustache, but the scars have affected the hair growth so much that they stick out in strange bunches and at odd angles. The man looks as if he has been hit in the mouth by a hedgehog. He could be any age, although all his teeth are gold... Even if he has a face that any policeman would arrest on sight, 71-hours Ahmed is a secret policeman and (very) special agent for the Sultan of Klatch. (This tech is only useful for Klatch)

@@Feudalism ; Lady Margolota
Lady Margolota is quite uncommon, for a vampire. A vampire isn't supposed to wear pearls, or jumpers in pink (with bats embroidered); or wear sensible flat shoes. Or have a sitting room in which every conceivable piece of furniture is upholstered in chintz (with a bat pattern). Lady Margolota looks like someone's mother, although possibly someone who'd had an expensive education and a pony called Fidget. She moves like someone who has grown used to her body, and looks like "a woman of a certain age". (This tech is only useful for Uberwald)

@@Flight ; Forged Currency
The Ankh-Morpork economical grip on other nations is so strong that only extreme measures would be able to shake it... Flooding Ankh-Morpork with forged currency would probably lead to a catastrophical (or marvellous, depending on your point of view) devaluation of the Ankh-Morpork Dollar...

@@Fusion Power ; Submarine
Only Leonardo da Quirm would be able to design a submarine! And he would be the only one to call it, because it is "submersed" in a "marine" environment, the "Going-Under-The-Water-Safely-Device"... The big auger on the nose isn't for drilling into the bottom of enemy ships: no sailor would dream of doing such a dishonourable thing! The first to research this tech will get a unique unit: the Boat!

@@Genetic Engineering ; Aqueduct building
As incredible as it might seem, the Aqueduct building tech allows... the building of aqueducts!!

@@Labor Union ; Magical Theory
One of the 2 pillars of research is theory: as such, Magical Theory is at the foundation of all magical research!

@@Literacy ; Rubber Vats
The rubber vats are used to bring rubber to a high temperature, making it liquid (and of course extremely hot); things can them be made by dipping the right shape in the vats to get gloves, boots, that sort of things...

@@Magnetism ; Movable Type
The wizards have always been very firm on the subject of printing. It's not happening here, they said. Supposing, they said, someone printed a book on magic and then broke up the type again and used it for a book on, say, cookery? The metal would remember. Spells aren't just words. They have extra dimensions of existence. And so movable types have been strongly advised against for years...

@@Map Making ; Maritime Trade 
The seas provide a quick way of access to all coastal areas, and so the use of ships for trade will provide many riches to the nation, as well as information on foreign cities...

@@Masonry ; Printing Press
The Engravers' Guild was also against printing. There was something pure, they said, about an engraved page of text. Their members could do very fine work at very reasonable rates. Allowing people to bash lumps of type together showed a disrespect for words, and no good would come of it. The first attempt to ever set up a printing press in Ankh-Morpork ended in a mysterious fire and the death by suicide of the luckless printer. Everyone knew it was a suicide because he'd left a note. The fact that this note had been engraved on the head of a pin was considered an irrelevant detail.

@@Mass Production ; Alchemy
Every alchemist is a solitary individual, working in darkened rooms or hidden cellars and endlessly searching for the one longed-for breakthrough - the Philosopher's Stone, the Elixir of Life - or, failing that, enormous amounts of cash. This success has never been achieved, but they have succeeded in creating celluloid and popcorn (or, as they styled them, octo-cellulose and banged grains) and have managed to fail to discover nuclear power, computers and electricity. The only real skill that alchemists have developed is how to turn gold into less gold. Alchemists tend to be thin, pink-eyed men, with that vague, unwordly expression that you get from spending too much time in the presence of boiling mercury. 

@@Mathematics ; Agatean Empire
The Agatean Empire is an old, cunning and very, very rich nation on the Counterweight Continent. Its capital is Hung-hung and its main (and only) port is Bes Pelargic. The Empire is ruled by the Sun Emperor who is considered by his subjects to be a god (i.e. someone who can kill you instantly for no reason and not have to say sorry). There is a wall built round the entire Empire, around 20 feet high and sheer on its inner side, patrolled by the Heavenly Guard in heavy boots, who jump on the fingers of the terminally inquisitive. There is only one port because the Empire does not encourage more contact with the outside world than is absolutely necessary.

@@Medicine ; Carrier pigeon 
The Ankh-Morpork traders soon noticed that information was a commodity whose value was directly related to the speed at which it could be delivered. The first system developed for the fast delivery of information was the use of carrier pigeon. This system was of course limited by the natural dangers that the carriers might encouter, such as hawks, storms or dragons...

@@Metallurgy ; Clack Communication
With the new desire for fast communication, a new Guild appeared to provide a service different from what had been seen before. The change was fast, but all the components had been there for years. The semaphore was ancient; and gargoyles had nothing to do all day but sit and watch things, and were usually too unimaginative to make mistakes. And so the first towers with semaphore shutters appeared.

@@The Monarchy
Rule by monarchy developed as a logical extension of the absolute rule of tribal chieftains. Monarchs had absolute rule over their subjects, severely limiting the personal and economic freedom of all citizens except for nobility and the rich upper-class. The Ramtop Kingdoms and Klatch are Monarchies.

@@Mysticism ; Street Preachers
When people stop going to the various temples, it's time for the priests to go looking for believers in the streets... The street preachers increase the effect of the Shrines.

@@Navigation ; Counterweight Cont.
The Counterweight Continent, also called the Aurient, is almost a legend. It is a small continent, but equal in weight to all the mighty land masses on its opposite hemicircle. It is said it is made of gold. Up to now, the sailors searching for it have returned empty-handed, or not at all. The discovery of this continent might offer new trade opportunities...

@@Nuclear Fission ; ONCE REMOVED 

@@Nuclear Power ; Steam Engine
Working from the theories of his uncle, the Ephebian philosopher Didactylos, the apprentice philosopher Urn built a philosophical engine whose operating principles were amazingly simple: you put water in a specially designed copper ball; a fire underneath the ball makes the water hot, and so it gets angry; so it rushes out of the globe through little nozzles to get away from the fire. The plumes of steam push the globe around, and cogwheels and Legibus's screw mechanism transfer the motion to paddles which turn, pushing a boat through the water...

@@Philosophy ; Study in Ephebe lib
The Library of Ephebe was, before it burned down, the second biggest on the Disc. It had four or five hundred volumes. Many of them were scrolls, to save their readers the fatigue of having to call a slave every time they wanted a page turned. Studying in Ephebe's Great Library would allow great scientific discoveries. (Replaces Philosophy)

@@Physics ; C.M.O.T. Dibbler
Wheresoever 2 or 3 are gathered together, someone else will turn up and try to sell them something hot in a bun. his person will probably be Cut My Own Throat Dibbler.
Dibbler is the purveyor of absolutely anything that can be sold hurriedly from an open suitcase in a busy street. He is an itinerant pedlar whose money-making schemes are always let down by some small but vital flaw, such as trying to sell things he doesn't own or that don't work or, sometimes, don't even exist. He is not, strictly speaking, a criminal.
Dibbler is also the seller of mail-order lessons on the Path of the Scorpion, a self defence-system, under the name of Grand Master Lobsang Dibbler. It is not his fault if perfectly sound business propositions have a habit of exploding or tasting awful. CMOT Dibbler has alter-egos everywhere, like Cut-Me-Own-Hand-Off Dhblah (in Kom), Al-Jiblah (in Klatch), Disembowel-Myself-Honourably Dibhala (in the Agatean Empire), Fair-Go Dibbler (on XXXX), Swallow-Me-Own-Blowdart Dlang-Dlang (in the Howondaland jungle), Dib Diblosson or May-I-Be-Kicked-In-My-Own-Ice-Hole Dibooki (who sells unmentionable bluebber made from dead whales).

@@Plastics ; Magical Experiment.
One of the 2 pillars of research is experimentation: as such, Magical Experimentation is at the foundation of all magical research!

@@Pottery ; Golem Awareness
Conceding that the golems are individuals will allow them to buy their freedom and, ultimately, to regroup and found cooperatives which will give an incredible boost to the nation's productivity. Beware, researching this technology might attract the attention of the Dungeon Dimensions creatures...

@@Railroad ; EMPTY

@@Recycling ; Music with Rocks In
The arrival of Music with Rocks In on the Disc was triggered by the discovery of a strange guitar in one of those weird old shops (the Wandering Shops, or Tabernae vagrantes. All the most truly mysterious and magical items are bought from shops that appear and, after a trading life even briefer than a double-glazing company's, vanish like smoke. They can turn up wherever there is a suitable strectch of blank wall, but once there, they have always been there.). Anyway, once on the Disc, Music with Rocks In will never die; it's here to stay...

@@Refining ; Music Festival
The idea of an Open Air Festival follows quickly the arrival of Music With Rocks In on the Disc. 10,000 people will come ("Bee There Orr Bee A Rectangular Thyng" said the posters) to listen to bands like "We're Certainly Dwarves", &U, Boyz From the Wood, Trollz, and above all The Band. All this in the true spirit of Sex, Drugs and Music With Rocks In... Beware, researching this technology might attract the attention of the Dungeon Dimensions creatures...

@@The Republic
The republic is a system of government in which the citizens appoint, by popular vote, a head of state and officials to represent the views of the general public. Republican governments offer a great deal of personal, financial, and political freedom to their citizens. Ankh-Morpork and Uberwald are Republics.

@@Robotics ; Military Tactics
To expand quickly, or defend against foreign invaders or raiders, all nations need better units than their basic ones. To develop them, the first step is the research of military tactics.

@@Rocketry ; Tacticus' Notebook
Ankh-Morpork ruled a huge empire many years ago, mostly thanks to General Tacticus. He'd defeated every enemy, brought back heaps of spoils, lots of captives and, almost uniquely among Ankh-Morpork's military leaders, most of his men. His intelligent campaigning had been so successful that he'd lent his very name to the detailed prosecution of martial endeavour. In his ancient military journals one could for instance find a section headed "What to Do If One Army Occupies a Well-fortified and Superior Ground and the Other Does Not", where the first sentence reads "Endeavour to be the one inside", or maxims like "It's always useful to face an enemy who is prepared to die for his country. This means that both you and he have exactly the same aim in mind." 

@@Space Flight ; Covert Op. in A-M
Ankh-Morpork's success will sooner or later arouse jealousy. Foreign nations will undoubtly try to sabotage Ankh-Morpork's enterprises, and the only way to succeed is from within...

@@Steam Engine ; Ritual of Ashk-Ente
The Rite of Ashk-Ente , quite simply, summons and binds Death. Students of the occult will be aware that it can be performed with a simple incantation, three small bits of wood and 4cc of mouse blood, but no wizard worth his pointy hat would dream of doing anything so unimpressive: if a spell doesn't involve big yellow candles, lots of rare incense, circles drawn on the floor with eight different colours of chalk and a few cauldrons around the place, then it simply isn't worth contemplating. There are in fact 10 ways of performing the Ritual; 9 of them kill you instantly and the other one is very hard to remember. The first to discover this Ritual will dispose of the Death unit.

@@Amphibious Warfare ; Assassins' Guild 
There have always been assassins, and even organized bands of assassins, in Ankh-Morpork. The Assassins' Guild offers the best all-round education in the world. Anyone inhumed by a graduate of the Guild school can go to his rest satisfied that he has been annulled by someone of taste and discretion, and probably also a social equal. Assassins are always well dressed in stylish black. All assassins have a full-length mirror in their rooms, because it would be a terrible insult to anyone to kill them when you were badly dressed. Their motto is NIL MORTIFII SINE LVCRE -- No Killing Without Pay. (This tech is only useful for Ankh-Morpork)

@@Combined Arms ; Foreign Legion
The Klatchian Foreign Legion is a special force set up by Klatch to defend its rather vague desert borders against predatory neighbours. It is open to recruits from any country and traditionally is a refuge for the disgraced, the fugitive and the lovelorn. It is well known that people join the Klatchian Foreign Legion to forget and this seems to work, because no one in the KFL can remember why they are there. Or their name. Or their rank. Their motto is: OBLIVISCOR -- I forget. (This tech is only useful for Klatch)

@@Economics ; Vampire
The Vampires originally come from the Uberwald area where they form part of the main ruling body, but they then spread everywhere on the Disc. They evolved long names: it's something to do to pass the long years. It is hard to kill a vampire; the best known way is a stake through the heart, which also works on normal people: if you have any stakes left over you don't have to waste them. Vampires are not naturally co-operative creatures. It's not in their nature. Every other vampire is a rival for the next meal. In fact, the ideal situation for a vampire is a world in which every other vampire has been killed off and no one seriously believes in vampires any more... (This tech is only useful for Uberwald)

@@Environmentalism ; Deacon Vorbis
Deacon Vorbis is the head of the Quisition in Kom, Omnia. He is an exquisitor (like an inquisitor, only a lot more so). Well over 6 feet tall, with a mild aquiline face and a body seemingly just skin stretched over bone. He never raises his voice from a level monotone, doesn't menace or threaten. He just gives everyone the feeling that his personal space radiates several yards from his body, so that superiors 50 years his senior feel it necessary to apologize about interrupting whatever it is he might be thinking about. (This tech is only useful for Omnia)

@@Espionage ; Granny Weatherwax
Coming from the long line of Weatherwaxes (a distant cousin was the Archchancellor of the Unseen University), Esmerelda 'Esme' Weatherwax (known as Granny) is an extremely powerful witch, to put it mildly. Her sister Lily was the evil witch, so Granny had to be the good witch, which she's never been that happy with. She is nominally the village witch of Bad Ass in the Kingdom of Lancre, although for all practical purposes she regards the whole Kingdom - and, indeed, anywhere else she happens to be - as her rightful domain. (This tech is only useful for Ramtop Kingdoms)

@@Fundamentalism ; OMNIA
A dry country on the Klatchian coast close to the deserts of Klatch and the jungles of Howondaland. There are 2 million people in the Omnian Empire; its principal city is Kom. Omnia and the Church of Om are more or less synonymous; there is no civil authority. The entire country is ruled by the priesthood. The main duty of the Divine Legion has been for many years to stamp heavily on heresy.. The sharp end of the religious system is the Quisition. Omnia used to send Chain letters to convert its neighbours (The Chain Letter to the Ephebians. Forget Your Gods. Be Subjugated. Learn to Fear. Do not break the chain -- the last people who did woke up one morning to find fifty thousand armed men on their lawn.)

@@Guerrilla Warfare ; EMPTY

@@The Laser ; Magical Learning
Combining the results of both Magical Experimentation and Magical Theory, Magical Learning is the core of all magical development and is necessary for more magic-related research or the building of improvements.

@@Leadership ; Octo-cellulose
Among the alchemists' incredible discoveries, there is one that deserves a special mention as it will be the origin of a new international industry! The octo-cellulose will allow some imps to paint pictures really fast onto it, and then, by means of salamanders and by turning a handle, this pictures can be projected on a screen, for educational purposes, of course... And, by an incredible coincidence, the alchemists discovered the banged grains at the same time...

@@Machine Tools ; Mr Sonky
Mr Wallace Sonky is an artisan in Ankh-Morpork; he produces many different rubber things, and mainly the "Sonkies", which became kind of a "jer-nair-rick" as more and more people copy the design (and add new features, like wide bells or a cheese-and-onion flavour); the housing shortage would be a good deal worse if it wasn't for old man Sonky and his penny-a-packet preventatives.  

@@Miniaturization ; Clacks Towers
The semaphores were first used over short distances, but the need for news from far countries proved too strong, and soon even in the most remote areas, you could see towers with scaffolding, as workers attached still more gantries and paddles to the towers: from high view points, you could see seemingly endless lines of clack towers crossing the plains and hills... Beware, researching this technology might attract the attention of the Dungeon Dimensions creatures...

@@Mobile Warfare ; Modern Tactics
When the traditional military tactics have lead to a stalemate, the defense being strong enough to repel any attack, there comes the time for innovation! Having recourse to magic, science or special individuals can lead to unexpected military applications, and is the only way to develop special, more powerful units...

@@Monotheism ; Moving Pictures
With the discovery of Octo-cellulose and the creation of the first "clickies", some buildings dedicated to the projection of these "moving pictures" became necessary. They greatly helped the governments to keep the population happy by giving them access to a kind of dream world, where the women were beautiful, the men heroic and, of course, the bad guys incredibly villainous... In the hands of the omnian Theocracy, the clickies can be used in conjunction with the huge infrastructure provided by the Temple of Om to help spreading the word of Om, and of course collect vast tithes... Should a heretic seize the Temple, he could then use the clerical building as the biggest click pit ever and bring happiness in the whole nation...

@@Future Technology ; MWTBLA
Messing With Things Best Left Alone... (Replaces Future Technology)

@@Polytheism ; Golem use
Golems are used for all the menial tasks; they are impervious to heat, cold, fire and poison, and are immensely strong. Their use allows for a incredible surge in productivity. The first nation to research this tech will get 2 golems who will work as the Public Workers do, but much faster, as they don't need to eat or rest...

@@Radio ; Teleportation (Alice Venturi)
The word Teleportation comes from TELE, "I see", and PORTE, "to go", the whole meaning "I see it's gone"... The problem with teleporting over large distances is Heisenberg's Uncertainty Principle; the object teleported is reduced to a thaumic particle and is therefore the subject of an eventually fatal dichotomy: it can either know what it is or where it is going, but not both. The tension this creates in the morphic field eventually causes it to disintegrate, leaving the subject as a randomly shaped object smeared across up to eleven dimensions. Great sourcerers from long ago have found a way to avoid this tragic "collateral damage" and scrolls explaining how that can be achieved are rumoured to be hidden in ancient and dark places...

@@Refrigeration ; EMPTY

@@Sanitation ; Fishing Boats
Just because a city is built in a coastal region doesn't guarantee that the city will take advantage of that situation. In order for a coastal city to establish a steady trade, fishing, or other shipping industry, the city must have boats and a harbor.

@@Seafaring ; Paddle Wheel
Once a steam engine has been developed, an efficient way of transforming the rotation into ship movement must still be researched. The paddle wheel will allow this with reliability.

@@Stealth ; The Gonne
As the Guild of Assassins refuses to take contracts on Patrician Vetinari, another way would have to be found for those wanting to remove him from his office. A stange artefact is rumoured to be hoarded in a secret museum under the Assassin Guild. This weapon looks like a metal tube with a wooden stock and a trigger. It is supposed to allow you to shoot further, faster and more accurately than anyone else with any other kind of weapon...

@@Tactics ; University of Magic 
Unseen University is the Disc's premier college of magic. The size of UU can only be determined by reference to the kind of physics that you have to be a drunken physicist to understand; UU has rooms and floors where logic says they simply could not exist. It has been a home for magic for so long that it is now part of the architectural inventory, like cement. UU looks not so much like an architectural design as a lot of buttresses, arches, towers, bridges, domes, cupolas, etc. huddling together for warmth. Wizards like quantity. The Tower of the Arts dominates the University Gardens: 800 feet tall, with 8,888 very tiny steps, it is the oldest building on the Disc! Maybe even older than geography... The Library is a low, brooding building, much bigger on the inside: all 4 of the standard dimensions are plaited like soft clay by the very high thaumic field generated by the magic in the books. There are even shelves on the ceiling. It is the greatest collection of magical texts anywhere in the multiverse. 

@@Theology ; Colour Movies
Training the imps to paint in colour for the Moving Pictures industry was a difficult step, but the results were much more satisfying than the tests with parrots to get some sound on the clickies. The colour movies added much to the attraction of the Click Pits for the public.

@@Warrior Code ; Leonardo da Quirm
Leonardo da Quirm is a painter and inventor, the greatest Discworld technological genius of all time. In appearance, he is clearly one of those people who started to look old around the age of thirty. He is not exactly bald: his head has just grown up through his hair. One of his achievements is the well-known painting the MONA OGG (her teeth are said to follow you round the room). The reason why Leonardo's inventions have not totally changed the face of the world is probably that he finds it hard to deal with the relative importance of things; he also has a strange attention span: he remains greatly interested in all sorts of things, but this leads him down all kinds of side alleys while the ostensible main invention gets neglected. His invention of the internal combustion engine has been delayed for some years while he works on the problem of how to make dice fluffy.

@@Wheel ; Portal Closure
Once the gate to the Dungeon Dimension opens in the Lost City of Ee, the best way to close it is to use the Portal Closure spell to destroy the city. This mighty spell can be used once by each nation...

@@Writing ; Negotiable Affection
The Ladies of Negotiable Affection are... well... you know... Ladies!!! They might be described as ladies-in-waiting, for Mister-Right, or at least for Mister-Right-Amount... Active in all the cities (though undercover in Omnia!), the first nation to allow them to form a Guild of their own will undoubtly boost the morale of its citizens... They are affiliated to the Seamstresses Guild, whose motto is: NIL VOLVPTI, SINE LVCRE -- No Pleasure Without Pay. Beware, researching this technology might attract the attention of the Dungeon Dimensions creatures...

@@Gunpowder ; Offensive Tactics
Once a nation decides to expand, the basic units at its disposal aren't enough to defeat the defences its opponents might already have in place. New offensive tactics must be researched so that better units can be used to attack enemies...

@@Horseback Riding ; Via Cloaca
Ankh-Morpork was the first city to build a central sewer system, which runs under the entire city. As some trolls would put it, "In Ankh-Morpork even the shit has a street to itself. Truly, this is a land of opportunity."...

@@Industrialization ; RAMTOP
The Ramtops are a range of jagged peaks, upland lakes, dense forests and little river valleys so deep that the daylight has no sooner reached its bottom that it is time to leave again. There is plenty of flat land in the Ramtops: the trouble is, it's nearly all flat in the vertical plane. There are little kingdoms all over the place. Every narrow valley, every ledge that something other than a goat could stand on, is a kingdom. Lancre is one of the biggest. The Ramtop Kingdoms are home to many creatures, including trolls and witches. They operate on the feudal system, which is to say, everyone feuds all the time and hands on the fight to their descendants.

@@Invention ; Cripple Mr Onion
Cripple Mr Onion is a very complex card game played with great intensity on the Disc. Winning combination include: Two Card Onion, Broken Flush, Three Card Onion, Double Bagel, a Five Card Onion, a Double Onion, a Triple Onion (3 kings and 3 aces) and a Great Onion, which is unbeatable except with a perfect nine-card run. If you are unable to tell 1 from 11 you may lose money playing Cripple Mr Onion... 

@@Iron Working ; Sapient Pearwood
A plant so magical that it has nearly died out on the Disc and survives in only 1 or 2 places outside the Agatean Empire, where it is still quite common. Sapient Pearwood sprouts in areas that have seen vast expenditure of magic. It is totally impervious to all forms of magic, and is ingrained with bad temper. It is traditionally used to make wizard's staffs, and the Luggage is made of it too.

@@Steel ; Racial Integration
One of Ankh-Morpork's greatest strengths is its will to open its gates to all races and species (provided some money could be gained from them in any way). Such a policy will in time bring great benefits to the city!

@@Superconductor ; Specialized Workers
With the arrival of Dwarves and Trolls, the specialization of some workshops has allowed them to make the best use of the high technical abilities or incredible strength of these different newcomers, resulting in a boost for the city's productivity. 

@@Theory of Gravity ; Guild Justice
Ankh-Morpork was the first city to realize that the easiest (and cheapest) way to administer justice was to delegate the task to the various guilds. This proved efficient, even if some people might now complain about the swiftness and partiality of justice (not loud though, or at least not twice...).

@@Trade ; Ponce da Quirm
A Discworld explorer from the famous da Quirm family, he spent most of his life searching for the Fountain of Eternal Youth. He in fact found it and turned up in Quirm clutching a small bottle of some brownish water; he ceremoniously downed it in front of an invited group of friends, and was considered to definitely look much younger just before he died of a cocktail of at least five deadly water-borne diseases... The lesson behind this might be: Remember to boil the water before drinking it...

@@The University ; Scientific Experiment.
Scientific Experimentation is a necessary prerequisite to any scientific application.

@@Plumbing ; Golem Building
Golems are created by priests and holy men from clay and animated by a spell or a holy word written on a small sheet of paper inserted in their hollow head. No such creation took place in a thousand year as the Gods frown upon mortals usurping their prerogative: creating life... 

@@User Def Tech A ; EMPTY (ALice Venturi)
Not written yet!
Eldest daughter of Viscount Venturi, she took to travel late in life when she had at last got access to the family fortune. She wandered widely throughout rimward Klatch and Howondaland, usually by camel and elephant, and researchers are indebted to her for the very large collection of watercolours, sketches, maps, notes, dried flowers and pressed reptiles accumulated on her extensive journeys. Lady Alice seems to have been either unshockable or almost terminally dense... Beware, researching this technology might attract the attention of the Dungeon Dimensions creatures...

@@User Def Tech B ; Llamedos Jones
Legend says that Llamedos Jones set out one day in his leather coracle armed with no more than a holy sickle, a sack of mistletoe, a small portable stone circle and a harmonium, in an inspired effort to bring the advantages of Strict Druidism to the heathen (that is to say, everyone else). His evangelical endeavours were for some years hampered by his inability to travel for more than 3 days in any direction, since he felt it necessary to return to Llamedos for druidic sacrifices and male voice choir practice once a week. He was finally given dispensation by the circle elders to miss services and is believed to have discovered the Brown Islands in the Rim Ocean by the very practical technique of continuing in a straight line until he hit something... Beware, researching this technology might attract the attention of the Dungeon Dimensions creatures...

@@Extra Advance 6 ; KLATSCH
Klatch is the centre of a prosperous and expending empire whose capital is Al Khali and has a proud and venerable civilization. Its tongue is said to have all the subtlety of a language so ancient and sophisticated that it had fifteen words meaning assassination before the rest of the world caught on to the idea of bashing one another over the head with rocks. The continental hinterland consists of deserts, jungles and rainforests.

@@Extra Advance 7 ; UBERWALD
Uberwald is a country of trolls, werewolves, dwarves and vampires, where the humans are far from having the upper hand. The country trades more every year with the other nations, and more and more young trolls and dwarves leave the country to go and seek their fortune in Ankh-Morpork (not forgetting to send money back home). Uberwald is full of natural riches, like fat, silver, gold and iron.

@IMPROVEMENT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the IMPROV.PDE text file in the original
;Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Palace will be the 16'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@IMPROVEMENT_INDEX
-1,			; Nothing
15,			; Palace
2,			; Barracks
8,			; Granary
22,			; Temple- Shrine to the Gods
12,			; MarketPlace
10,			; Library
6,			; Courthouse - Guild Gallows
4,			; City Walls
0,			; Aqueduct
1,			; Bank - Carrier Pigeon Network
3,			; Cathedral - Click Pits
23,			; University - Wizard Tower
13,			; Mass Transit (NO)
5,			; Colosseum - Gambling Hall
7,			; Factory - Rubber Vats
11,			; Manufacturing Plant - Specialized Workshop
18,			; SDI Defense (NO)
17,			; Recycling Center (NO)
16,			; Power Plant - Golem Factory
9,			; Hydro Plant (NO)
14,			; Nuclear Plant (NO)
34,			; Stock Exchange - Semaphore shutters
32,			; Sewer System - Via Cloaca
35,			; Supermarket - Cabbage Market
36,			; Superhighways - Clacks Towers
30,			; Research Lab - Alchemist Labo
31,			; SAM Missile Battery (NO)
26,			; Coastal Fortress (NO)
33,			; Solar Plant (NO)
37,			; Harbor - Fishing Harbor
27,			; Offshore Platform - Ephebian Trade
24,			; Airport - Teleportation Gate 
28,			; Police Station - Newspaper
29,			; Port Facility (NO)
21,			; SS Structural (NO)
19,			; SS Component (NO)
20,			; SS Module (NO)
25,			; (Capitalization) - (Sausage Tray Vendors)
-2,			; MUST BE HERE! TERMINATOR!

@@Aqueduct
A major obstacle to population growth and expansion in early cities was the scarcity of water. In many cases, the solution to this problem was an aqueduct. Aqueducts are large, elevated stone "canals" through which water from nearby hills and mountains is channeled into the city. Aqueducts allow cities to grow much larger by significantly increasing the amount of available water. 

@@Bank ; Carrier Pigeon Network
The Ankh-Morpork traders soon noticed that information was a commodity whose value was directly related to the speed at which it could be delivered. The first system developed for the fast delivery of information was the use of carrier pigeon. This system was of course limited by the natural dangers that the carriers might encouter, such as hawks, storms or dragons... (Replaces Bank)

@@Barracks
Although war is not a desirable situation, it is important that even the most peaceful of societies be prepared for the possibility of war. When warring nations are closely matched in technology and manpower, battles are usually won by the army with the best training. Men and women who graduate from military schools and academies possess higher than average command and military and technological skills, making them more effective in combat situations.

@@Cathedral ; Click Pits
With the discovery of Octo-cellulose and the creation of the first "clickies", some buildings dedicated to the projection of these "moving pictures" became necessary. They greatly helped the governments to keep the population happy by giving them access to a kind of dream world, where the women were beautiful, the men heroic and, of course, the bad guys incredibly villainous... The most famous one was the Odium in Ankh-Morpork.(Replaces Cathedral)

@@City Walls
Many cities construct city walls to protect against raiders and bandits. City walls represent a major investment in both time and materials, requiring years to complete and constant repairs to maintain their strength and integrity. However, these walls turn the city into a fortress capable of withstanding all but the most determined attack.

@@Colosseum ; Gambling Hall
The Gambling Halls are places where the people go to play cards, roulette or many other kinds of games (the common denominator being the money involved in those games...). This buildings proves helpful for keeping people happy by providing them a possible way to get disgustingly rich; and in fact it worked: many Gambling Hall owners actually built huge fortunes thanks to those games (and to the money the players themselves lost...). The Gambler's Guild motto is: EXCRETVS EX FORTVNA -- Shit Out Of Luck. (Replaces Colosseum)

@@Courthouse ; Guild Gallows
Ankh-Morpork was the first city to realize that the easiest (and cheapest) way to administer justice was to delegate the task to the various guilds. This proved efficient, even if some people might now complain about the swiftness and partiality of justice (not loud though, or at least not twice...).(Replaces Courthouse) 

@@Factory ; Rubber Vats
Mr Sonky is the main rubber producer in Ankh-Morpork; he employs trolls and humans and uses huge vats (up to half a ton) to warm the liquid before casting. The rubber can then be used to make many things, like gloves, boots, that sort of thing. (and of course, to make "Sonkies": the housing shortage would be a good deal worse if it wasn't for old man Sonky and his penny-a-packet preventatives). (Replaces Factory) 

@@Granary
Cities need a way to keep the food supply stable throughout all four seasons. To do so, the citizens had to come up with a way to store seasonal crops for later use. The Granary is designed for the storage and protection of surplus food. Food storage technology means that a smaller percentage of the population could produce and store enough food for everyone, allowing the remainder to pursue other jobs and activities.

@@Hydro Plant ; NO

@@Library
The development of writing means that the accumulated knowledge of a society could be written down and stored rather than memorized and passed along by word of mouth. The accumulated written material is stored in a library. The libraries are leading centers of science and scholarship. The librarians actively collect the books of the world, accelerating the spread of knowledge.

@@Manufacturing Plant ; Specialized Workshop
Ankh-Morpork was the first city to open its gates to all races and species (provided some money could be gained from them in any way). With the arrival of Dwarves and Trolls, the specialization of some workshops allowed them to make the best use of the high technical abilities or incredible strength of these different newcomers, boosting the city's productivity as a result. (Replaces Manufacturing Plant)

@@Marketplace
As cities grow and prosper, trade between the farmers, artisans, and craftsmen who live in the vicinity contributes to the economic health of the city. The best way for conducting trade within the city is to have a central location, or marketplace, where the people offering goods and services, or seeking them, can meet and conduct business. As a city's marketplace grow larger and more active, the economic vitality of the city grow as well.

@@Mass Transit ; NO

@@Nuclear Power Plant ; NO
 
@@Palace

The headquarters from which the business of running the city is conducted by the ruler serve him as living quarters at the same time. These facilities often expand into immense, sprawling palaces; These richly adorned, imposing buildings are a source of civic pride, and help to reinforce the aura of power surrounding the ruler.

@@Power Plant ; Golem Factory
With the arrival of the golems, new factories can be built, making the best use of their strength, endurance (virtually infinite) and insensitivity to heat, cold or poison. The productivity of those factories is just incredible. (Replaces Power Plant)

@@Recycling Center ; NO

@@SDI Defense ; NO

@@Spaceship Component ; NO

@@Spaceship Module ; NO

@@Spaceship Structural ; NO

@@Temple ; Shrine to the Gods
The trouble with gods is that, if enough people start believing in them, they begin to exist. People think the sequence is: first object, then belief. In fact it works the other way. Belief sloshes around in the firmament like lumps of clay spiralling into a potter's wheel. That's how gods were created. They clearly must be created by their own believers, because a brief resum of the lives of most gods suggests that their origins certainly couldn't be divine. They tend to do exactly the things people would do if only they could, especially when it comes to nymphs, golden showers and the smiting of your enemies. Gods like to see an atheist: it gives them something to aim at! The Shrines are the places where men try to placate the Gods. (Replaces Temple) 

@@University ; Wizard Tower
The Wizard tend to gather in tall towers where they carry on their studies, and train apprentices; with time, the Wizard Towers became the centres of magical power and learning. Every city worth its name had such a Tower, and the rivalry between them was great. None could rival Unseen University though. (Replaces University)

@@Airport ; Teleportation Gate
To bypass Heisenberg's Uncertainty Principle, Teleportation Gates can be built with the result of not actually moving ONE object but simply exchanging the position of 2 objects of similar mass. By imparting exactly the right amount of spin and the maximum velocity to the object from the very first moment, it is virtually certain to hold together for distances of up to six thousand miles, give or take 10 percents... This is only true as long as high level of hostile magic nearby don't disturb the spell, which would have fatal consequences...

@@Capitalization ; Sausage Tray Vendors
In his natural state (i.e. when he is not inspired to take advantage of some passing fad or problem), C.M.O.T. Dibbler sells meat pies and sausages-in-a-bun from a tray around his neck or, when funds permit, a barrow. There is no need to describe these items, even as food. Dibbler takes the view that anything that has at any time been any part of a pig, or even near a pig, or possibly even within earshot of a pig, can be called pork. His guiding principle is that with enough mustard people will eat anything... (Replaces Capitalization)

@@Coastal Fortress ; NO

@@Offshore Platform ; Ephebian Trade
Ephebe is a white marble city overlooking the Circle Sea. Ephebe is a small but influential city-state and is considered the cradle of democracy. Many ships brings riches to its port. The Ephebian food and drink deserves a mention. In short, Ephebians make wine out of anything they can put in a bucket, and eat anything that can't climb out of one. They will drink wine that varnishes the inside of the throat and sometimes their food will try to hold on to the plate. (Replaces Offshore Platform)

@@Police Stations ; Newspaper
The first newspaper, the Truth, had a "difficult childhood": the priests, wizards and the Engravers' Guild were dead set against the printing press without which no newspaper could possibly be printed, and the various rulers, noblemen and police services didn't really like the freedom of speech the journalists deemed appropriate to their job. Nonetheless, the newspapers multiplied and are now part of the life of the population, and even provide a worthy contribution to peacekeeping by keeping the public's thoughts from the really important issues... (Replaces Police Stations)

@@Port Facilities; NO

@@Research Lab ; Alchemist Labo
The alchemists are solitary individuals who work in darkened rooms or hidden cellars. They haven't found the Philosopher's Stone or the the Elixir of Life yet, but on their way to the "one longed-for breakthrough", they have been able to provide the Disc with some of their more interesting research byproducts, like octo-cellulose and banged grains. The alchemists' laboratories are major research centres, even if what is discovered is only rarely what was sought for... (Replaces Research Lab)

@@SAM Missile Battery ; NO

@@Sewer System ; Via Cloaca
Ankh-Morpork was the first city to build a central sewer system, which runs under the entire city. As some trolls would put it, "In Ankh-Morpork even the shit has a street to itself. Truly, this is a land of opportunity."... (Replaces Sewer System)

@@Solar Power Plant ; NO

@@Stock Exchange ; Semaphore shutters
With the new desire for fast communication, a new Guild appeared to provide a service different from what had been seen before. The change was fast, but all the components had been there for years. The semaphore was ancient; and gargoyles had nothing to do all day but sit and watch things, and were usually too unimaginative to make mistakes. And so the first towers with semaphore shutters appeared. (Replaces Stock Exchange)

@@Supermarket ; Cabbage Market
The Sto Plains are a rich country, full of silt and rolling fields. They are well known for their flora (cabbages), their chief exports (cabbages) and their fauna (anything that eats cabbages and dosn't mind not having any friends). Therefore, it is no surprise that the Cabbage markets have such an important place in the Sto Plains cities. (Replaces Supermarket)

@@Superhighway ; Clacks Towers
The semaphores were first used over short distances, but the need for news from far countries proved too strong, and soon even in the most remote areas, you could see towers with scaffolding, as workers attached still more gantries and paddles to the towers: from high view points, you could see seemingly endless lines of clack towers crossing the plains and hills... (Replaces Superhighway)

@@Harbor ; Fishing Harbor
Just because a city is built in a coastal region doesn't guarantee that the city is readily accessible by ship. In order for a port city to establish a steady trade, fishing, or other shipping industry, the city must have a harbor. A harbor is a protected body of water that opens into an ocean or lake that shelters ships from waves and high winds. 

@WONDER_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the WONDER.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry, but adjusted by NUM_IMPROVEMENTS.
; For example, Adam Smith's Trading Co. will be the 0'th (remember,
; the list is zero based)(INDEX - NUM_INPROVEMENTS) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@WONDER_INDEX
21,			; Pyramids - Sto Plains Cabbage Field
9,			; Hanging Gardens - Witch Supervision
2,			; Colossus - Mighty Dollar
15,			; Lighthouse - Lighthouse
7,			; Great Library - Great Library
20,			; Oracle - Patrician Vetinari
8,			; Great Wall - Fortress
25,			; Sun Tzu's War Academy - Tacticus Book
13,			; King Richard's Crusade - Schmalzberg Fat Deposit
18,			; Marco Polo's Embassy - NOT
19,			; Michelangelo's Chapel - Temple of Om
3,			; Copernicus' Observatory - Philosophers
16,			; Magellan's Expedition - Lars Larsnephew
23,			; Shakespeare's Theatre - Free Festival
14,			; Leonardo's Workshop - Burleigh&Stronginthearms
12,			; J. S. Bach's Cathedral - Centuries of Fruitbat CO
11,			; Isaac Newton's College - Unseen University
0,			; Adam Smith's Trading Co. - Agatean Trade Monopoly
5,			; Darwin's Voyage - Leonardo da Quirm
24,			; Statue of Liberty - NOT
6,			; Eiffel Tower - NOT
27,			; Women's Suffrage - The Truth
10,			; Hoover Dam - Golem Cooperatives
17,			; Manhattan Project - NOT
26,			; United Nations - NOT
1,			; Apollo Program - NOT
22,			; SETI Program - Alchemist Guild
4,			; Cure for Cancer - Ladies of Affection
-2,			; MUST BE HERE! TERMINATOR!

@@Adam Smith's Trading Co. ; Agatean Trade Monopoly
The Agatean Empire is an old, cunning and very, very rich nation on the Counterweight Continent, also called the Aurient, because of its gold deposits. It is a small continent, but equal in weight to all the mighty land masses on its opposite hemicircle. It is said it is made of gold. Up to now, the sailors searching for it had returned empty-handed, or not at all. A nation able to establish a monopoly on the trade with the Agatean Empire can indeed ensure a steady flow of gold which will alleviate most financial worries... (Replaces Adam Smith's Trading Co.)

@@Apollo Program ; NOT

@@Colossus ; Mighty Dollar
Ankh-Morpork is the oldest existing city on the Discworld. The city is the profitable bottleneck between the Sto Plains and the rest of the Discworld. It is a service centre for the hinterland in several senses of the phrase, and carries out all the functions that citizens usually perform for their country cousins (such as selling them the Brass Bridge at a knocckdown price). It is the big city you go to to seek your fortune. And other people also seek your current fortune, small though it may be, as soon as you arrive. Ankh-Morpork is a working city, with a very large number of small factories and workshops. It is the economical centre of the Discworld, and its Dollar is the international currency of trade. (Replaces Colossus)

@@Copernicus' Observatory ; Philosophers
Ephebe is the home of philosophy. The city has more philosophers per square yard than anywhere on the Disc. It is impossible to throw a brick in Ephebe without hitting a philosopher and, owing to the heightened level of philosphical debate that rages in the city, this often happens. There are almost as many systems of philosophy as there are philosophers: Zen, Stoicism, Cynicism, Epicureanism, Stochaticism, Anamaxandritism, Epistemologism, Peripatetism, Synopticism,... Xenoists say that the world is basically complex and random. Ibidians say the world is basically simple and follows certain fundamental rules. Didactylos says basically it's a funny old world - and it doesn't contain enough to drink. It's always worth having philosphers around the place: one minute it's all "Is Truth Beauty" and "Is Beauty Truth", and "Does a Falling Tree in the Forest Make a Sound if There's No One There to Hear It", and then just when you think they're going to start dribbling, one of them says, "Incidentally, putting a 
thirty-foot parabolic reflector on a high place to shoot the rays of the sun at an enemy's ships would be a very interesting demonstration of optical principles".(Replaces Copernicus' Observatory)

@@Cure for Cancer ; Ladies of Affection
The Ladies of Negotiable Affection are... well... you know... Ladies!!! They might be described as ladies-in-waiting, for Mister-Right, or at least for Mister-Right-Amount... Active in all the cities (though undercover in Omnia!), the first nation to allow them to form a Guild of their own will undoubtly boost the morale of its citizens...(Replaces Cure for Cancer)

@@Darwin's Voyage ; Leonardo da Quirm
Leonardo da Quirm is a painter and inventor, the greatest Discworld technological genius of all time. In appearance, he is clearly one of those people who started to look old around the age of thirty. He is not exactly bald: his head has just grown up through his hair. One of his achievements is the well-known painting the MONA OGG (her teeth are said to follow you round the room). The reason why Leonardo's inventions have not totally changed the face of the world is probably that he finds it hard to deal with the relative importance of things; he also has a strange attention span: he remains greatly interested in all sorts of things, but this leads him down all kinds of side alleys while the ostensible main invention gets neglected. His invention of the internal combustion engine has been delayed for some years while he works on the problem of how to make dice fluffy. Leonardo da Quirm disappeared a few years ago, and those lucky enough to find him would be making great progress technologically...(Replaces 
Darwin's Voyage)

@@Eiffel Tower ; NOT

@@Great Library ; Great Library
The Library of Ephebe was, before it burned down, the second biggest on the Disc. It had 4 or 5 hundred volumes. Many of them were scrolls, to save their readers the fatigue of having to call a slave every time they wanted a page turned. Each one laid in its own pigeonhole, though. Books shouldn't be kept too close together, otherwise they interact in strange and unforeseeable ways. (Replaces Great Library) 

@@Great Wall ; Fortress
Mount Gebra is near the Klatchian coast. Just below is the Fist of Gebra: a town which is also a great fort, with thirty feet thick walls, with room inside for thousands of armed men, war elephants, battle camels, everything... The fortified city of Gebra protects the city of Al-Khali from a landing on its northern shore. (Replaces Great Wall) 

@@Hanging Gardens ; Witch Supervision
The informal coven of Granny Weatherwax, Nanny Ogg and Magrat Garlick is extremely unusual: witches generally get together only rarely. The Witches of Lancre watch over the country, each in her own way. Granny Weatherwax is considered the greatest witch on the Discworld. Her power is built on a considerable practical knowledge of Headology, an iron will, an unshakeable conviction that she is right and some genuine psychic power. She is respected but not liked, and has never claimed to be nice. She doesn't order people around, this isn't her way of doing things! But people should bloody well do what she wants! She is not doing things that the people want, but what they need. (Replaces Hanging Gardens) 

@@Hoover Dam ; Golem Cooperatives
Conceding that the golems are individuals will allow them to buy their freedom and, ultimately, to gather and found cooperatives which will incredibly boost the nation's productivity. (Replaces Hoover Dam) 

@@Isaac Newton's College ; Unseen University
Unseen University is the Disc's premier college of magic. The size of UU can only be determined by reference to the kind of physics that you have to be a drunken physicist to understand; UU has rooms and floors where logic says they simply could not exist. It has been a home for magic for so long that it is now part of the architectural inventory, like cement. UU looks not so much like an architectural design as a lot of buttresses, arches, towers, bridges, domes, cupolas, etc. huddling together for warmth. Wizards like quantity. The Tower of the Art dominates the University Gardens: 800 feet tall, with 8,888 very tiny steps, it is the oldest building on the Disc! Maybe even older than geography... The Library is a low, brooding building, much bigger on the inside: all 4 of the standard dimensions are plaited like soft clay by the very high thaumic field generated by the magic in the books. There are even shelves on the ceiling. It is the greatest collection of magical texts anywhere in the multiverse. Unseen University's Motto is: NVNC ID VIDES, NVNC NE VIDES - Now You See it, Now You Don't.(Replaces Isaac Newton's College) 

@@J.S. Bach's Cathedral ; Century of Fruitbat CO
With the discovery of moving pictures, companies dedicated to the production of clickies appeared: "Untied Alchemists", "Fir Wood Studios", "Microlithic Pictures", "Floating Bladder Productions", and the famous "Century of the Fruitbat Company". Century of the Fruitbat produced clickies like "Shadow of the Desert", "Blown Away", "Burninge Passiones", and had under contract the best actors, like Dolores de Syn, Victor Maraschino, Rock and Cliff. (Replaces J.S. Bach's Cathedral) 

@@King Richard's Crusade ; Schmalzberg Fat Deposit
Many people know that the Disc is carried on the backs of four elephants (Berilia, Tubul, Great T'Phon and Jerakeen), who ride through space on the back of Great A'tuin (a star turtle). The dwaves, werewolves, vampires, trolls and humans from Uberwald know that there was, long ago, a fifth elephant whose meteoric crash saturated their land and gave rise to the Schmalzberg fat mines. Every country has its slaughterhouses providing fat, but the best candles, lamp oils and soap ultimately come from the Schmalzberg deposits.(Replaces King Richard's Crusade)  

@@Leonardo's Workshop ; Burleigh&Stronginthearms
Burleigh & Stronginthearms is the Disc's most famous weapons manufacturer and is located in Ankh-Morpork. Most of their sales are for export, which means that their deadly products can be found anywhere on the Disc. Their weapons list includes "The GREAT LEVELLER Cart-Mounted Ten-Bank 500 pound Crossbow" and "The METEOR Automated Throwing Star Hurler, Decapitates at Twenty Paces, Money Back If Not Completely Decapitated".(Replaces Leonardo's Workshop) 

@@Lighthouse ; Lighthouse
One of the More Than Seven Wonders of the World, it was built in Ephebe by Phtagonal using the Golden Rule and the Five Aesthetic Principles. Unfortunately it was built in the wrong place because putting it in the right place would have spoiled the look of the harbour, but it is generally agreed by mariners to be a very beautiful lighthouse and something to look at while they are waiting to be towed off the rocks. (Replaces Lighthouse)

@@Magellan's Expedition ; Lars Larsnephew
Lars Larsnephew, "Father of Exploration", never travelled further than 10 miles from the village of NoThing, in NoThingFjord, where he was born. Yet he inspired one of the most sustained periods of exploration in the history of the Disc. He was not so much an explorer as the cause of exploration in other people. This is thought to be because of his mastery of ancient sagas, some of which could last for several years. It was rumoured that the standing stones in the area were merely people who has sat through his complete repertoire, which was mainly to do with snow. The mere sight of Lars looking thoughtful was enough to send local people dashing to their longboats and rowing desperately for the open sea; most of them later grounded on islands which, while often inhospitable, had the major advantage of not containing Lars Larsnephew. (Replaces Magellan's Expedition)

@@Manhattan Project ; NOT

@@Marco Polo's Embassy ; NOT

@@Michelangelo's Chapel ; Temple of Om
The Temple of Om is at the center of the Citadel, in Kom. Its doors are bronze, and a hundred feet tall. On them, in letters of gold set in lead, are the Commandments. There are five hundred and twelve so far, and doubtless the next prophet will add his share. Its roof is adorned with the golden horns of Om. In front of the Temple is a square 200 yards across where the supplicants crowd: the Place of Lamentations. When the Omnian Church discovers the Moving Pictures tech, the clickies can be used in conjunction with the huge infrastructure provided by the Temple of Om to help spreading the word of Om, and of course collect vast tithes... Should a heretic seize the Temple, he could then use the clerical building as the biggest click pit ever and bring happiness in the whole nation... (Replaces Michelangelo's Chapel)

@@Oracle ; Patrician Vetinari
Lord Havelock Vetinari is the Patrician of Ankh-Morpork (i.e. its supreme ruler), and is totally devoted to the city. He follows strictly the "One Man, One Vote" principle: as he is the Man, he has the Vote...His age is uncertain, his background unavailable (he was reputedly trained at the Assassins Guild school). He is tall, thin, and generally wears black. He appears to have survived by being equally distrusted and disliked by all interest groups in the city, but also by carefully not being as unpopular as every interest group is to all the others. It has been remarked that if the Patrician were thrown to a pack of wolves he would, after chatting to them for a few minutes, have them tearing one another to shreds. It is certainly the case that when he was thrown into one of his own rat-infested, scorpion-filled dungeons he organized the rats to eat the scorpions and then to bring him food and reading matter. The Guild of Assassins refuses to take contracts on him (too difficult even for them...), and so 
another way would have to be found for those wanting to get rid of him... His motto is: SI NON CONFECTVS NON REFICIAT -- If It Ain't Broke, Don't Fix It. (Replaces Oracle)

@@Pyramids ; Sto Plains Cabbage Field
The Sto Plains are a rich country, full of silt and rolling cabbage fields, and neat little kingdoms. The thick, black loam of the Sto Plains has been constructed over aeons by the periodic flooding of the great, slow Ankh, and every bit of it has at some time travelled along someone's alimentary canal. (Replaces Pyramids)

@@SETI Program ; Alchemists Guild
The Guildhall of the Alchemists is always new: it was explosively demolished and rebuilt four times over one two-year period. This tiny, despised, Guild largely devotes itself to the aid of widows and orphans of those alchemists who had taken an overly relaxed attitude to potassium cyanide or who had distilled the juice of some interesting fungi and had drunk the result. There are in fact not many widows and orphans, because alchemists find it difficult to relate to people long enough to form such relationships, and women often find it difficult to grow attached to people who have laminated themselves across the ceiling. Their motto is: OMNIS QVI CORVSCAT EST OR -- All That Glitters Is Gold. (Replaces SETI Program )

@@Shakespeare's Theatre ; Free Festival
The idea of an Open Air Festival followed quickly the arrival of Music With Rocks In on the Disc. 10,000 people will come ("Bee There Orr Bee A Rectangular Thyng" said the posters) to listen to bands like "We're Certainly Dwarves", &U, Boyz From the Wood, Trollz, and above all The Band. All this in the true spirit of Sex, Drugs and Music With Rocks In... (Replaces Shakespeare's Theatre)

@@Statue of Liberty ; NOT

@@Sun Tzu's War Academy ; Tacticus Book
Ankh-Morpork ruled a huge empire many years ago, mostly thanks to General Tacticus. He'd defeated every enemy, brought back heaps of spoils, lots of captives and, almost uniquely among Ankh-Morpork's military leaders, most of his men. His intelligent campaigning had been so successful that he'd lent his name to the detailed prosecution of martial endeavour. In his ancient military journals one could for instance find a section headed "What to Do If One Army Occupies a Well-fortified and Superior Ground and the Other Does Not", where the first sentence reads "Endeavour to be the one inside", or maxims like "It's always useful to face an enemy who is prepared to die for his country. This means that both you and he have exactly the same aim in mind.". (Replaces Sun Tzu's War Academy)

@@United Nations ; NOT

@@Women's Suffrage ; The Truth
Setting up the first printing press was no piece of cake, because of the great opposition. The first newspaper, the Truth, followed this installation; its first times were difficult, and the Engravers' Guild set up their own printing press and produced a cheap tabloid to put the Truth out of business. But M. de Worde, the newspaper editor, overwhelmed all obstacles and his newspaper is now a Disc-wide publication. (Replaces Women's Suffrage)


@UNIT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the UNITS.PDE and UNITS2.PDE text ;files in the original Civilopedia, strung together to make one contiguous section. (French and German ;versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Settlers will be the 50'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@UNIT_INDEX
49,			; Settlers - DD Monster
21,			; Engineers - Golem
43,			; Warriors - City Watch
46,			; Phalanx - Wizard
2,			; Archers - Rincewind
33,			; Legion - Camel Riders
47,			; Pikemen - 71-hours Ahmed
36,			; Musketeers - Catapult
23,			; Fanatics - Divine Legion1
45,			; Partisans - Werewolf
1,			; Alpine Troops - Foreign Legion
48,			; Riflemen - Lady Margolota
34,			; Marines - Troll
44,			; Paratroopers - Stronghold
35,			; Mech. Inf. - Sailing Ship
29,			; Horsemen - Scout
13,			; Chariot - A-M Merchants
20,			; Elephant - The Boat
14,			; Crusaders - Monster of Ee
32,			; Knights - Lancre Castle
19,			; Dragoons - Dregs
12,			; Cavalry - Magic Carpet
3,			; Armor - Assassin
11,			; Catapult - Witch
7,			; Cannon - Tsort Pyramid
4,			; Artillery - Portal Closure
30,			; Howitzer - Death
24,			; Fighter - Barbarian Hero
6,			; Bomber - Dragon
28,			; Helicopter - Mummy
39,			; Stlth Ftr. - Gods
38,			; Stlth Bmbr. - Pyramids
42,			; Trireme - Vampire
9,			; Caravel - Steamer
27,			; Galleon - Exquisitors
26,			; Frigate - Merchants
31,			; Ironclad - 3 Horsemen
17,			; Destroyer - Moving Turtle
16,			; Cruiser - Deacon Vorbis
0,			; AEGIS Cruiser - Crossbowmen
5,			; Battleship - Ogg Family
40,			; Submarine - Divine Legion2
10,			; Carrier - Desert Nomad
41,			; Transport - Watch Officer
15,			; Cruise Msl. - Tezuman Temple
37,			; Nuclear Msl. - Leshp Temple
18,			; Diplomat - City Guard
50,			; Spy - City of Ee
8,			; Caravan - Public Workers
25,			; Freight - Barb. Village
22,			; Explorer - The Luggage
51,			; Extra Land - Northern Barb.
52,			; Extra Ship - Impassable
53,			; Extra Air - Dwarves
54,			; Test Unit 1 - Nac Mac Feegle
55,			; Test Unit 2 - E. Weatherwax
56,			; Test Unit 3 - Desert Wastes
57,			; Test Unit 4 - Bel-Shamaroth
58,			; Test Unit 5 - Holy Wood
59,			; Test Unit 6 - Wyrmberg
60,			; Test Unit 7 - The Citadel
61,			; Test Unit 8 - Dunmanifestin
-2,			; MUST BE HERE! TERMINATOR!

@@AEGIS Cruiser ; Crossbowmen
The Crossbowmen is the Independent defensive unit. Not really strong, they can nonetheless prove a nuisance when fortified in a good position... That is, until the right units are at hand to dispose of them...

@@Alpine Troops ; Foreign Legion
The Klatchian Foreign Legion is a special force set up by Klatch to defend its rather vague desert borders against predatory neighbours. Their motto is OBLIVISCOR -- I forget. 
Klatch defensive unit.

@@Archers ; Rincewind
Generally referred to as the Wizzard, he is tall, thin and scrawny, with a scrawny beard that looks like the kind of beard worn by people who aren't cut out by Nature to be beard-wearers. He is a survivor. There are scars all over him. Mostly on his back. He does have an innate gift for languages allowing him to shout "Don't kill me!" in a hundred different countries. He is an inefficient mage to the extreme. There are eight levels of magic on the Disc. After all these years, Rincewind has failed to even achieve level one. It was in fact the opinion of some of his tutors that he was incapable of even achieving level 0, at which most normal people are born... One of his favorite sayings could be: STERCUS, STERCUS, STERCUS, MORITURUS SUM- Shit, Shit, Shit, I'm gonna die... He is nonetheless Ankh-Morpork's Special Unit, the only one able to carry the Portal Closure spell...
He appears when Ankh-Morpork discovers the Rincewind technology.

@@Armor ; Assassin
There have always been assassins, and even organized bands of assassins, in Ankh-Morpork. The Assassins Guild offers the best all-round education in the world. Anyone inhumed by a graduate of the Guild school can go to his rest satisfied that he has been annulled by someone of taste and discretion, and probably also a social equal. Assassins are always well dressed in stylish black. All assassins have a full-length mirror in their rooms, because it would be a terrible insult to anyone to kill them when you were badly dressed. Their motto is NIL MORTIFII SINE LVCRE -- No Killing Without Pay. 
They are Ankh-Morpork's offensive unit.

@@Artillery ; Portal Closure
Once the gate to the Dungeon Dimension opens in the Lost City of Ee, the best way to close it is to use the Portal Closure spell to destroy the city. This unique unit can be obtained only once by each nation by researching the related tech. It can only be carried by Rincewind, Deacon Vorbis, E. Weatherwax, Lady Margolota and 71-hours Ahmed.

@@Battleship ; Ogg Family
The Ogg Family is at the same time Lancre's standing army and the main component of the mobs that spontaneously appear when it proves necessary to demonstrate against some royal decisions (like taxing liquor exports...). Shawn Ogg, Nanny Ogg's youngest son, is a guard (or rather THE guard) in Lancre castle, while his eldest brother Jason is a master blacksmith and looks as if he wasn't born but constructed (in a shipyard). 
The Ogg Family is the Ramtop Kingdoms' basic unit.

@@Bomber ; Dragon
Dragons exist in two forms - "Draco Nobilis" and "Draco Vulgaris", more commonly known as Noble Dragons and Swamp Dragons. There are a number of differences between the two forms, but they can all be summed up succinctly: Noble Dragons are dragons as they are imagined, and Swamp Dragons are as they have to be. This unit represents the second form: twenty tonnes of flying monster with a wingspan of 80 feet, with a fiery halitosis problem. As the natural conditions (i.e. huge amounts of magic) for the species' survival have disappeared, they can now only spawn in the vicinity of an extremely high level of residual magic. 
A floating mountain would be a sure sign of such a level...

@@Cannon ; Tsort Pyramid
A now-derelict ancient wonder of the Discworld. 10,000 slaves were worked to death in its construction. It is a maze of secret passages, their walls reputedly decorated with the distilled wisdom of ancient Tsort. In the circumstances, the most important of these wise sayings must have been: DON'T BE A SLAVE! It took 60 years to build. Its height plus its length divided by half its width equalled exactly 1.67563, or precisely 1,237.98712567 times the difference between the distance to the sun and the weight of a small orange. Some treasures are rumoured to be buried in the Great Pyramid, awaiting discovery...

@@Caravan ; Public Workers
When some road needs to be traced, some trees to be cut or some fields to be cultivated, the Public Workers are needed. With some research, they will even be able to build fortresses. They might even found new settlements, but beware: the Public Workers are a scarce commodity, as they can NEVER be built and appear only very rarely... 

@@Caravel ; Steamer
After the discovery of the power of steam, and of the way to harness it, new, faster ships can be built, to carry even more trade (or troops...)abroad. 

@@Carrier ; Desert Nomad
The Desert Nomads are nothing other than barbarian raiders who rise up from the southern wildlands to plunder, and sometimes even occupy, civilized settlements.

@@Catapult ; Witch
Unlike wizards, witches are solitary creatures. They enrol in no school and have no formal system of regulation. They generally get together only rarely, to exchange gossip and discuss the affairs of the region. Contrary to salacious popular belief, there is no question of them doing anything (like dancing under a full moon) without their clothes on. Most witches are elderly and keep several layers of flannelette between themselves and the outside world at all times.
The Witch is the Ramtop Kingdoms' flying unit.

@@Cavalry ; Magic Carpet
The Klatchian mastery of applicated magic is legendary. They are the only producers of the fabled magic carpets. 
The Magic carpet is the Klatchian flying unit.

@@Chariot ; A-M Merchants
No enemies have entered Ankh-Morpork. This is not entirely true. Technically they have, quite often; the city welcomes free-spending barbarian invaders, but somehow the puzzled raiders always find, after a few days, that they don't own their horses any more, and within a couple of months they're just another minority group with its own graffiti and food shops. 
The A-M Merchants are Ankh-Morpork's unique defensive unit.

@@Crusaders ; Monster of Ee
These fearsome monsters from the Dungeon Dimension appear in the Lost City of Ee. They might prove difficult to stop...

@@Cruise Missile ; Tezuman Temple
The Tezuman Empire was known for its organic market gardens, exquisite craftmanship in obsidian, feathers and jade, and its mass sacrifices in honour of Quezovercoatl, the Feathered Boa (half-man, half-chicken, half-jaguar, half-serpent, half-scorpion and half-mad). Tezuman lost temples are rumoured to hold incredible riches...

@@Cruiser ; Deacon Vorbis
Deacon Vorbis is the head of the Quisition in Kom, Omnia. He is an exquisitor (like an inquisitor, only a lot more so). Well over 6 feet tall, with a mild aquiline face and a body seemingly just skin stretched over bone. He never raises his voice from a level monotone, doesn't menace or threaten. He just gives everyone the feeling that his personal space radiates several yards from his body, so that superiors 50 years his senior feel it necessary to apologize about interrupting whatever it is he might be thinking about. Deacon Vorbis is Omnia's Special Unit, the only one able to carry the Portal Closure spell...
He appears when Omnia discovers the Deacon Vorbis technology.

@@Destroyer ; Moving Turtle
Built on a wooden cart frame, armoured with iron plates and steam powered, the Moving Turtle is truly a marvel of applied natural philosophy! Thanks to its weight and power, it can be used as a battering ram. Its operator must be really cautious with its waste steam pipe to avoid spraying people (up to many yards away! even birds are not safe from that!) with scalding steam! 
The Moving Turtle is an unit that can only be built by Omnia after some research, and can be used to attack flying units.

@@Diplomat ; City Guard
Not really trained in warfare, and dressed in red, blue and yellow (a uniform that doesn't conform to normal uniformity, because people would be able to see its wearer coming), the City Guard is basically nothing more than what its name suggests. They are lead by Captain Tantony. 
It is Uberwald's basic unit.

@@Dragoons ; Dregs
The Dregs are a warlike desert tribe in Klatch, very fierce and honourable. They say if a Dreg is your friend, he is your friend for the rest of your life. And if he's NOT your friend, that's about 5 seconds... The Dregs always attack at dawn. All of them. It doesn't matter how many there are, or how many enemies they are. Anyway, the whole tribe attacks. It's not just the women and children, but the camels, goats, sheeps and chickens too. The word they use for "stranger" also means "target". 
The Dregs are Klatch's offensive unit.

@@Elephant ; The Boat
The Boat, or as its inventer, Leonardo da Quirm called it, because it is "submersed" in a "marine" environment, the "Going-Under-The-Water-Safely-Device", is the Discworld's first submarine. And the big auger on the nose isn't for drilling into the bottom of enemy ships: no sailor would dream of doing such a dishonourable thing! 
The Boat is a unique unit that will be at the disposal of the first nation to discover the Submarine technology.

@@Engineers ; Golem
Golems are created by priests and holy men from clay and animated by a spell or a holy word written on a small sheet of paper inserted in their hollow head. No such creation took place in a thousand year as the Gods frown upon mortals usurping their prerogative: creating life... Golems are used for all the menial tasks; their are impervious to heat, cold, fire and poison, and they are immensely strong. 
Golems will appear only once, for the first to research the Golem Use technology. They will work as the Public Workers do, but much faster, as they don't need to eat or rest...

@@Explorer ; The Luggage
In appearance: a largish, metal-bound chest which is capable of extruding a large number of little legs, ending in horny-nailed, calloused feet, to help it move about. It is made of sapient pearwood, a magical timber impervious to magic which gives the self-propelled travel accessory a kind of life. Probably the most homicidal travel accessory in the world, philosophers at Unseen University have for some years debated the point of whether the Luggage actually thinks, or whether it merely feels. The remainder of the University long ago came to the conclusion that it simply eats. Whatever it wants. But hopefully, philosophers first. 
The Luggage is the advanced trade unit that can be built after some research. The Luggage is quicker and tougher than the Merchants, and carries more goods, but is much more expensive.

@@Fanatics; Divine Legion1
The Divine Legion is the military arm of the Omnian Church. They wear polished fishmail and black and yellow cloaks. Apart from national defence, which is sometimes undertaken in advance of any actual attack, their main duty for many years was to stamp heavily on heresy. 
Their first version is Omnia's basic unit.

@@Fighter ; Barbarian Hero
Most of the Disc's classic heroes are from the barbaric tribes nearer the frozen Hub, which have a sort of export trade in heroes. They tend to acquire magic swords, a forthright attitude to women, and a complete disrespect for other people's property. Some of the best-known heroes are Cohen, Hrun or Codice of Chimeria. Some of then can even count up to 20 (when wearing sandals). 
The Barbarian Hero unit can't be built, but can be recruited in the Barb. Villages...

@@Freight ; Barb. Village
The Barb. Village is the place where the Barbarian Heroes can be hired. As the denizens of those villages are indeed quite barbaric, its not safe to stay close to them, and the envoys themselves actually never come back... The villages can provide an endless supply of heroes, as there seems to be no shortage of hot heads who are suicidally gloomy when sober and homicidally insane when drunk...

@@Frigate ; Merchants
Trade is a major source of income to all nations on the Discworld. Journeying to distant lands, caravans exchange their loads of goods for money or other items of value. In addition, the traders who accompany the caravans often bring back new knowledge about the advances made by the nations with whom they do business. 
The Merchants are the basic trade unit.

@@Galleon ; Exquisitors
The Quisition is the sharp hand of the religious system in Omnia. It comprises the inquisitors (torturers who extract confessions and bodily parts from heretics) and the Exquisitors who just... arrange matters. By and large, the inquisitors are simple, burly men who just have a job to do. It is they who will busy themselves about your person with knives and needles and hammers; it is the Exquisitor who will talk to you afterwards. Some people who have survived both have said that half an hour with an inquisitor and his complete kit is preferable to a pleasant chat over a cup of tea with an Exquisitor... 
The Exquisitor is Omnia's offensive unit.

@@Helicopter ; Mummy
The people of Djelibeybi have been burying their dead kings under pyramids for centuries. They should have asked themselves the question: "What would our ancestors be really thinking if they were alive today?". They are not about to learn that the answer is: "Why is it so dark in here?"... The Pyramid is the place where the mummies come from...

@@Horsemen ; Scouts
Light riders, the scouts can be built by all nations to explore the world.

@@Howitzer ; Death
The Defeater of Empires, the Swallower of Oceans, the Thief of Years, the Ultimate Reality, the Harvester of Mankind, the Assassin against Whom No Lock Will Hold, the only friend of the poor and the best doctor for the mortally wounded. Almost the oldest creature in the universe (obviously something had to die first...). An anthropomorphic personification, he is a 7-foot-tall skeleton of polished bone, in whose eye sockets there are tiny points of blue light. He normally wears a robe apparently woven of absolute darkness and carries a scythe which looks normal, except for the blade, which is so thin you can see through it- a pale blue shimmer that could slice flame and chop sound.
Death will be summoned by the first to research the Ritual of Ashk-Ente.

@@Ironclad ; 3 Horsemen
The Apocralypse (also know as the End of the World, the Triumph of the Ice Giants or the Teatime of the Gods) will be heralded by the 4 dread Horsemen: Death, War, Famine and Pestilence. The Horsemen are embodiments of an evil essence; War is a large, jolly person, a bit like your old sports teacher, in red armour on a huge and red horse, with the heads of dead warriors hung from the saddle horn; Famine is nearly as thin as Death, and sits astride a horse which has less flesh than even some toast racks; Pestilence is a sickly green man with crusted eyes and a breathy, wet voice, which is pratically contagious in itself, riding an unhealthily gleaming (like a gangrenous wound just before the barber-surgeon would be called with his hacksaw for a quick trim) horse. The 3 Horsemen unit represents War, Famine and Pestilence; they might come too early for the End of the World; by chance, the 4th one, Death, might be summoned to stop them. 

@@Knights ; Lancre Castle
Lancre Castle was built on an outcrop of rock by an architect who had heard about Gormenghast but hadn't got the budget. He'd done his best, though, with a tiny confection of cut-price turrets, bargain basements, buttresses, crenellations, gargoyles, towers, courtyards, keeps and dungeons; in fact, just about everything a castle needs except maybe reasonable foundations and the kind of mortar that doesn't wash away in a light shower.  Lancre Castle leans dangerously  over the raging white water of the Lancre river, which booms darkly a thousand feet below. Every now and then, a few bits fall in. 
Nonetheless, Lancre Castle is the Ramtop Kingdoms' unique defensive unit.

@@Legion ; Camel riders
The common Klatchian soldiery is usually described as "a bunch of thieves with towels on their heads"; history works in cycles, and periodically some people in Ankh-Morpork feel the need to "teach Johnny Klatchian a lesson" (who will, of course, turn and run as soon as he tastes some cold steel...). Of course, the same people would admit that the Klatchian soldier is the finest in the world, when led by white officers...
The Camel Riders are Klatch's basic unit.

@@Marines ; Troll
Trolls are a silicareous but humanoid lifeform, largely found in the Ramtops but increasingly migrating to Ankh-Morpork and other cities of the Sto Plains. They are traditionnally a strong, hardy and incredibly long-lived race. And proverbially considered to be as thick as two short thick wooden things. Troll courtship consists of a male troll hitting his intended with a rock over the head, as hard as he can. This is in order to demonstrate the strength necessary to support a growing family. In deference to trollish feminity, he will normally select a pretty rock to do this with... 
Trolls are Uberwald's defensive unit.

@@Mechanized Infantry ; Sailing ship
With the discovery of Maritime Trade, it becomes possible to build sailing ships to deliver the various trade goods to distant lands. Of course, some troops could be used as cargo as well...

@@Musketeers ; Catapult
The catapult is a device used to hurl lumps of rock onto enemy troops or cities. Most useful to attack cities behind walls.

@@Nuclear Missile ; Leshp Temple
The island of Leshp is submerged in the Circle Sea. When it raises from the watery depths, strange ruins can be found on its surface. Among them, an alien temple full of mosaic depicting tentacled creatures... Could explorers be bold enough to search the ruins for treasure?

@@Stealth Bomber ; Pyramids
Pyramids are dams in the stream of time. The whole point of a correctly built pyramid is to achieve absolute null time in the central chamber. Of course, time might seem long in such a bleak place for a mummified king, who might well want to get out sometime... Destroying the Pyramids is the only way to make sure that the mummies will at last keep quiet...

@@Stealth Fighter ; Gods
The Discworld has gods in the same way that other worlds have bacteria. There are billions of them, tiny bundles containing nothing more than a picnh of pure ego and some hunger. Most of them never get worshipped. A handful, though, go on to greater things. They are quarrelsome and somewhat bourgeois gods, who live in a palace of marble, alabaster and uncut moquette three-pieces suites they chose to call Dunmanifestin. It is always a considerable annoyance to any Disc citizen with pretensions to culture that they are ruled by gods whose idea of an uplifting artistic experience is a musical doorbell. The gods don't play chess, they haven't got the imagination. They prefer simple, vicious games, where you "Do Not Pass Transcendence but Go Straight to Oblivion". And if the Gods get really angered by human behaviour, they might come down from Dunmanifestin to voice their displeasure...

@@Submarine ; Divine Legion2
The Divine Legion is the military arm of the Omnian Church. They wear polished fishmail and black and yellow cloaks. Apart from national defence, which is sometimes undertaken in advance of any actual attack, their main duty for many years was to stamp heavily on heresy. 
Their second version is Omnia's defensive unit.

@@Transport ; Watch Officer
With the arrival of Carrot Ironfoundersson (a 2 metre high dwarf...), his nomination as Captain and promotion of Captain Vimes to Commander of Police, the A-M City Watch was fully reorganized, taking in new recruits, mostly from the ethnic minorities (dwarves, trolls, undeads,...). All this amazingly turned the inefficient rabble that the City Watch traditionnally was into a working Police force. 
The Watch Officers are Ankh-Morpork's defensive unit.

@@Trireme ; Vampire
The Vampires originally come from the Uberwald area where they are part of the main ruling body, but they then spread everywhere on the Disc. It is hard enough to kill a vampire. You could stake them down and turn them into dust and ten years later someone lets a drop of blood fall in the wrong place and guess who's back? They return more times than raw broccoli. 
The Vampire is Uberwald's Flying Unit.

@@Warriors ; City Watch
Ankh-Morpork's City Watch originally consisted of "gate guards, kickers of drunks, pursuers of common thieves, traffic controllers, market superintendents and in general the doers of all the tedious jobs of day-to-day city housekeeping." Not exactly an elite force... Their motto is FABRICATI DIEM, PVNC -- Make My Day, Punk. 
They are Ankh-Morpork's basic unit.

@@Paratroopers ; Stronghold
Bonk is the seat of dwarvish power, and as such houses the subterranean dwarven Stronghold. 
Immensely strong, it is Uberwald's unique defensive unit.

@@Partisans ; Werewolves
The Werewolves of Uberwald are one of the main powers in the country, where they live in clans. 
They are Uberwald's offensive unit.

@@Phalanx ; Wizard
There are eight orders of Wizardry and eight grades in each. In practical terms, the affairs of academic wizardry as a whole are run by the Archchancellor and faculty. Senior wizards' time is taken up with sleeping, eating at least 4 large meals a day, University administration and generally, well, being a wizard just as hard as they can. 
Wizards are Ankh-Morpork's aerial units.

@@Pikemen ; 71-hours Ahmed
A short and skinny man with a headdress and the most crowded face one can imagine: a network of scars surround a nose like an eagle's beak. There is a sort of beard and moustache, but the scars have affected the hair growth so much that they stick out in strange bunches and at odd angles. The man looks as if he has been hit in the mouth by a hedgehog. He could be any age, although all his teeth are gold... Even if he has a face that any policeman would arrest on sight, 71-hours Ahmed is a secret policeman and (very) special agent for the Sultan of Klatch. 
71-hours Ahmed is Klatch's Special Unit, the only one able to carry the Portal Closure spell...
He appears when Klatch discovers the 71-hours Ahmed technology.

 
@@Riflemen ; Lady Margolota
Lady Margolota is quite uncommon, for a vampire. A vampire isn't supposed to wear pearls, or jumpers in pink (with bats embroidered); or wear sensible flat shoes. Or have a sitting room in which every conceivable piece of furniture is upholstered in chintz (with a bat pattern). Lady Margolota looks like someone's mother, although possibly someone who'd had an expensive education and a pony called Fidget. She moves like someone who has grown used to her body, and looks like "a woman of a certain age". 
Lady Margolota is Uberwald's Special Unit, the only one able to carry the Portal Closure spell...
She appears when Uberwald discovers the Lady Margolota technology.

@@Settlers ; DD Monster
When creatures from the Dungeon Dimension seize a city, a portal to their dimension is opened through which some of the weird denizens crawl to the Discworld. Not fully adapted to our Universe, they are quite weak but can prove dangerous in numbers...

@@Spy ; City of Ee
Once the main portal to the Dungeon Dimension is opened in the Lost City of Ee, it must be closed before the DD Monsters submerge the Disc! 
But the Lost City deserves its name and might be difficult to locate in time...

@@Extra Land ; Northern Barb.
The Northern Barbarians come from the Hubland barbaric tribes. They come south to plunder, and sometimes even occupy, civilized settlements. They are sometimes used as mercenaries by the Independents.

@@Extra Ship ; Impassable
Impassable terrain, and nothing more.

@@Extra Air ; Dwarves
A race of humanoids approximately 4 feet tall, with a natural attraction for mountains and mineshafts. All dwarfs have beards and wear up to twelve layers of clothing. Gender is more or less optional. All dwarfs are by nature dutiful, serious, literate, obedient and thoughtful people whose only minor failing is a tendency, after one drink, to rush at enemies screaming "Arrrrrrgh!" and axing their legs off at the knee. It isn't true that Dwarves love gold: they just say so to get it into bed... 
The Dwarves are Uberwald's defensive unit.

@@Test Unit 1 ; Nac Mac Feegle
The Nac Mac Feegle are six inch high blue men ("Pictsies") carrying swords, some wearing pointy blue caps but most of them with their red hair uncovered. Their battle cry would be more impressive if they all agreed on one before, but it sounds as though every single small warrior has a battle cry of his very own and would fight anyone who tries to take it away from him: "Nac mac Feegle!", "Ach, stickit yer trakkans!", "Gie you sich a kickin'!", "Bigjobs!", "Dere c'n onlie be whin t'ousand!", "Nac mac Feegle wha hae!", "Wha hae yersel, ya boggin!". These fierce creatures are really strong and often steal cattle (4 of them are needed for a cow, one under each hoof). 
The Nac Mac Feegle are the Ramtop Kingdoms' offensive unit.

@@Test Unit 2 ; E. Weatherwax
Coming from the long line of Weatherwaxes (a distant cousin was the Archchancellor of the Unseen University), Esmerelda 'Esme' Weatherwax (known as Granny) is an extremely powerful witch, to put it mildly. Her sister Lily was the evil witch, so Granny had to be the good witch, which she's never been that happy with. She is nominally the village witch of Bad Ass in the Kingdom of Lancre, although for all practical purposes she regards the whole Kingdom - and, indeed, anywhere else she happens to be - as her rightful domain. 
Esme Weatherwax is the Ramtop Kingdoms' Special Unit, the only one able to carry the Portal Closure spell...
She appears when the Ramtop Kingdoms discover the E. Weatherwax technology.


@@Test Unit 3 ; Desert Wastes
Al Khali is the kingdom of Klatch capital city. It is rather like Ankh-Morpork, but with sand instead of mud. The city's main protection lies in its situation: all the access routes are by sea or through desert areas which prove difficult for any army to cross. 
Thus, the Desert Wastes are Klatch's unique defensive unit.

@@Test Unit 4 ; Bel-Shamaroth
The Soul-Eater, the Soul-Render, the Sender of Eight. Not Evil, for even Evil has a certain vitality. Bel-Shamaroth is the flip side of the coin of which Good and Evil are one side. One of the old, dark gods of the Necrotelecomnicon. His number lyeth between seven and nine; it is twice four. He is one of the creatures of the Dungeon Dimensions who has managed to survive in this world. The inner dimensions of his 8-sided temple disobey a fairly basic rule of architecture by being bigger than the outside. Bel-Shamaroth lies in the middle of it, under a 8-sided altar lit by 8-sided crystal from which pours a light so violet it is almost black: a black tentacled creature with an enormous eye, all suckers and tentacles and mandibles... Will a brave Hero send the creature back to the Abyss by destroying its temple?

@@Test Unit 5 ; Holy Wood
A wind-blown old forest, a temple and some sand dunes on a sun-drenched spit of land. There is a legend that a city on the site was destroyed by the gods for some unspeakable crime, and given what the gods (and mankind) get up to all the time without any crime or punishment at all, it must have been something pretty awful. For a while, Holy Wood will be the focus for creatures from the Dungeon Dimensions who might try to break into the real world. Closing this portal might prove rewarding.

@@Test Unit 6 ; Wyrmberg
A mountain that floats almost half a mile over the green valley where it stands. At its base, it is a mere score of yards across. Then it ascends, curving like an upturned trumpet until it is truncated by a plateau fully a quarter of a mile across. There is a tiny forest up there, and buildings, and a lake. There is even a small river, tumbling over the edge in a waterfall so wind-whipped that it reaches the ground as rain. There are also a number of cave mouths that have a crudely carved, regular look about them. The Wyrmberg hangs over the clouds like a giant's dovecote. Of course, the "birds" might be something more than doves...

@@Test Unit 7 ; The Citadel
The Citadel occupies the whole of the heart of the city of Kom. It extends for miles, its temples, churches, schools, dormitories, gardens and towers growing into and around one another in a way suggesting a million termites all trying to build their mounds at the same time. 
The mighty and impregnable Citadel is Omnia's unique defensive unit.

@@Test Unit 8 ; Dunmanifestin
Abode of the Disc's Gods, atop Cori Celesti (a spire of grey stone and green ice ten miles high at the Disc's hub). A stuccoed Valhalla in which the gods face eternity with the kind of minds that are elsewhere at a loss to know what to do to pass a wet afternoon. Your basic home of the gods, with marble pillars and huge, impossible-to-carpet floors. Destroying Dunmanifestin would stop the Gods from coming down from Cori Celesti.

@TERRAIN_AND_RESOURCE_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the TERRAIN.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Settlers will be the 50'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@TERRAIN_INDEX
0,			; Desert
8,			; Plains
3,			; Grassland
1,			; Forest
4,			; Hills
6,			; Mountains
11,			; Tundra
2,			; City Suburbs (Glacier)
10,			; Swamp
5,			; Jungle
7,			; Ocean
24,			; Oasis
12,			; Cows (Buffalo)
3,			; Grassland
18,			; Timber (Pheasant)
13,			; Rabbit (Coal)
21,			; Gold
19,			; Musk Ox (Game)
23,			; Suburbs (Ivory)
26,			; Salt (Peat)
20,			; Gems
14,			; Fish
25,			; Bedouins (Desert Oil)
30,			; Village (Wheat)
3,			; Grassland
27,			; Beehives (Silk)
31,			; Wine
22,			; Iron
16,			; Sheep (Furs)
23,			; Suburb (Glacier Oil)
28,			; Mushrooms (Spice)
15,			; Fruit
29,			; Whales
-2,			; MUST BE HERE! TERMINATOR!

;Terrain Types
@@Desert
Deserts are arid stretches of land characterized by an annual rainfall of less than ten inches. Despite the perception that deserts are composed of useless sand, most desert soil is naturally fertile because little water moves through the desert to carry away nutrients. Through the use of artificial irrigation, humans have managed to grow crops in desert environments. 

@@Forest
Extensive areas of land covered by a thick growth of trees and related ground vegetation are classified as forests. Forests are a valuable source of natural resources, providing wood for paper products, building, and other purposes. 

@@Glacier ; City Suburbs
The suburbs of Ankh-Morpork are the most productive and mercantile area on the whole Disc. It's one of the seediest too...

@@Grassland
The areas of land between desert regions and forests in temperate and tropical climates usually consist of grasslands. These fertile regions are often cultivated and used as pastures and grazing lands. 

@@Hills
These areas, often covered with rich soil and grasses or heavily forested, are rich in resources, making them profitable areas for the mining industry. In areas where the below-ground resources are scarce, hill areas are often cultivated for agricultural purposes. Certain crops such grapes thrive in these regions, given the proper climate.

@@Jungle
In heavily forested areas where rainfall is high, the growth of both trees and other indigenous plants is profuse. The dense, tangled environment of the jungle is home to wide varieties of plant and animal life. Although mineral deposits and fruit-bearing plants can sometimes be found in these regions, jungles tend to lack both mineral and food resources. 

@@Mountains
Mountains are areas of high elevation, usually consisting of a chain of rugged peaks and valleys. Although generally poor agricultural regions, mountains are often a source of great mineral wealth, with large deposits of gold and other valuable ores. 

@@Ocean
The oceans and seas are home to animals and plants that provide an excellent source of food and easy access to trade.

@@Plains
Plains are vast, open tracts of land, similar to grasslands, except that the topsoil is often not as well suited for growing food. The indigenous plants of the plains makes them well suited for grazing. 

@@River
Fed by natural springs, snow melt, and small tributary streams, rivers flow from mountains and other upland sources into larger rivers, lakes, and oceans. The land in river valleys is usually very fertile, and well-suited for farming. In addition, the river provides easy and quick access between towns by boat for trade and travel. 

@@Swamp
Swamps are wetlands which are largely uninhabitable by humans. Although inhospitable for human life, swamps are teeming with both animal and plant life. Certain useful substances, such as salt and mushrooms, can be found in abundance in certain swamp areas. 

@@Tundra
In the Hubland regions of the Disc, and in isolated regions in mountain areas, there are thousands of miles of barren plains known as tundra. These regions have an extremely low average temperature, and a very short summer season. Only sturdy animals can live here, providing food and some trade to the hunters or sheep farmers

;Special Resources

@@Buffalo ; Cows
The plains areas of the world are use by the local population to raise vast herds of cows which can then be sold to feed the always hungry cities on the Disc...

@@Coal ; Rabbit
The gently rolling hills make a comfortable home for the millions of rabbits of the Disc. They are hunted for their meat and their furs, thus providing food and raw materials.

@@Fish
Prevailing winds, ocean currents, and deep water trenches can often combine to produce conditions that are optimum for fishing. Nations with access to fishing areas can significantly increase their food supply by establishing a thriving fishing industry.

@@Fruit
The tropical environments that are so conducive to the growth of jungles also provide the perfect environment for growing certain fruits. Bananas, for example, are an excellent, naturally occurring food crop. 

@@Furs ; Sheep
The sheep is such a sturdy and adaptable animal that it can even find sustenance in the cold tundra, thus providing food and wool to the frozen denizens of the area...

@@Game (Forest)
@@Pheasant ; Timber
All forests provide valuable ressources, but only in some special areas can the best timber be found, used to make the strongest beams and the highest masts... 

@@Musk Ox
Settlements in the sparse tundra regions cannot raise crops for food due to the harsh conditions. The musk oxes provide a much needed source of food in an environment that is otherwise barren and inhospitable.

@@Gems
Gemstones have always been a sought-after commodity. Most gemstones, such as diamonds, are mined in various areas throughout the Disc. Some of the gem deposits in the jungles of Howondaland have been found to hold large quantities of precious and semi-precious gems. The discovery of such a site can lead to an increase in trade in the areas surrounding the dig, as both professional and amateur treasure hunters swarm to the region to seek their fortune.

@@Gold
Gold has always been one of the most highly valued metals in the world. It is used in the manufacture of jewelry and has been established as the basis for monetary systems. Although gold can be found in many different areas, the most valuable deposits are large veins of gold ore running through mountains which greatly boosts the economy in settlements and cities near the mine.

@@Iron
Iron has been a valuable commodity since it has replaced bronze as the metal of choice. Deposits of iron and iron ore found in mountains are mined and processed for use in their raw form, and in the production of steel.

@@Ivory ; Suburbs
Home to many craftsmen and merchants, the suburbs are a major producer of trade and resources.

@@Oasis
In rare instances, underground reservoirs or rivers beneath a desert may run near the surface, forming a lake in the middle of an otherwise barren region of land. The presence of water allows plants to grow and makes it easier for human settlements to survive in desert climates by providing rich soil for the growing of food crops.

@@Oil ; Bedouins
Nomadic tribes roam the deserts of the Disc and sometimes establish tented encampments which serve as a focus for production and trade.

@@Peat ; Salt
Some swamp areas can be worked to make salt marshes which will then provide a valuable trade resource: salt.

@@Silk ; Beehives
One of the tiniest tamed animals is the bee. The hives allow men to take advantage of the forest plants and flowers and provide honey and beeswax. 

@@Spice ; Mushrooms
The marshes of the Disc provide a perfect environment for an amazing variety of mushrooms. They are much sought after, as some of them are palatable, while others have some other properties that prove useful in various potions, or on the underground market...

@@Whales
The hunting and killing of whales for meat, oil and other byproducts is a very profitable industry in term of food, trade and resources.

@@Wheat ; Village
Villages grew where the terrain proved easy to cultivate. They developed into production and trade centres.

@@Wine
Wine, a beverage made from fermented grapes, is one of the most popular beverage. Most vineyards are located in hills and valleys of temperate regions which derive a significant portion of their economy from wine making.

@GOVERNMENT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the GOVERN.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Fundamentalism will be the 5'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@GOVERNMENT_INDEX
0,			; Anarchy
1,			; Despotism
5,			; Monarchy
2,			; Communism
4,			; Fundamentalism
6,			; Republic
3,			; Democracy
-2,			; MUST BE HERE! TERMINATOR!

@@Anarchy
Anarchy represents not so much a government type as the lack of any stable government. Anarchy occurs when your civilization's government falls, or when you decide to have a Revolution. After a few turns of Anarchy, you can rebuild a new government. Anarchy is similar to Despotism, except that the corruption rate is VERY HIGH. However, no taxes are collected during a period of Anarchy, and no scientific research is conducted.

@@Despotism	
In a Despotism, the ruler has absolute control over his or her subjects, and this control is usually enforced by the military. This system has a tendency to minimize individual freedom, and reduce the efficiency of production efforts. 

* Each unit above the city size costs one Shield per turn.
* Settlers eat one Food per turn.

Up to three military units in each city institute "martial law". Each of these units makes one unhappy citizen content.

Despotism has a high rate of corruption and waste. The farther a city is from your capital, the higher its level of corruption.

* Under a Despotism, Tax/Luxury/Science rates cannot be set higher than 60%.
* Any terrain square that ordinarily produces three or more of any resource (Food, Shields, or Trade) produces one less.
* Because of Despotism's high rate of corruption, it is almost always an inferior form of government. Try to switch to a Monarchy as soon as possible.

@@Communism
A Communist government is ruled by a controlling party, with a single person, known as a chairman, acting as the head of state. In a true Communist system, all property is owned collectively by the people, and labor is organized to be equally advantageous to all people. This ideal has never truly been realized, however, and the "Communist" governments of the world are usually much different.

* Each unit beyond the third unit costs one Shield per turn.
* Settlers eat one Food per turn.

Up to three military units in each city institute "martial law". Each of these units makes two unhappy citizens content.

Under Communism, state control of the economy eliminates organized crime. Your cities, therefore, experience no corruption.

* All Spy units produced under Communist governments are Veterans.
* Under Communism, Tax/Luxury/Science rates cannot be set higher than 80%. 

* Communism is best for large, far-flung empires that need to maintain a large military.
* Use your powerful Spies to steal technology from the capitalist pigs!

@@Democracy
A Democracy is ruled by a president elected by the people. The rulings of the president are subject to review by the Senate, a group of elected representatives who serve the best interests of the citizens. Democracy allows its citizens a higher degree of personal freedom and involvement than any other form of government.

* Each unit costs one shield per turn.
* Settlers eat two Food per turn.

Each unit that is not in a friendly city (or in a Fortress within three squares of a friendly city) causes two citizens in its home city to become unhappy.

Democracies experience no corruption or waste.

* Tax/Luxury/Science rates can be set to any level desired.
* Under a Democracy, each square that ordinarily produces at least one unit of Trade produces an extra unit of Trade.
* The units and cities of a Democracy are immune to bribery in any form.
* Your senate may force a peaceful solution in a conflict.

* Democracies can produce spectacular amounts of revenue and scientific research. However, because of the severe happiness restrictions on military units, this form of government tends to be viable only for large, advanced civilizations.
* Increasing your Luxury rate and building Improvements and Wonders can help alleviate unhappiness.

@@Fundamentalism
Fundamentalism is a form of government organized around a central set of beliefs. These beliefs, usually religious in nature, form a rigid guideline for the actions and reactions of both the ruler and the people. In a Fundamentalist society, the people and the rulers are entirely devoted to their beliefs, and are usually willing to die to preserve them.

* Each unit beyond the tenth unit costs one Shield per turn (except Fanatics, which never require maintenance).
* Settlers eat two Food per turn.

Under Fundamentalism, no citizen is ever unhappy!

Fundamentalism has a very low rate of corruption.

* Under Fundamentalism, Tax/Luxury/Science rates cannot be set higher than 80%.
* Under Fundamentalism, all Science production is HALVED.
* Improvements that normally convert unhappy citizens to content citizens produce "tithes" (money) equivalent to the number of people they would normally convert, and require no maintenance.
* The diplomatic penalties for terrorist acts committed by Diplomats and Spies is reduced.

* Fundamentalism eliminates all happiness problems and provides excellent revenue, although research tends to languish.

@@Monarchy
A Monarchy is ruled by a single person, known as a monarch. The monarch's rule is less absolute than that of a despot, and he or she usually has the acceptance of at least the upper-class. The aristocrats under this system of government have some economic freedom, allowing the civilization to be more productive. 

* Each unit beyond the third unit costs one Shield per turn.
* Settlers eat one Food per turn.

Up to three military units in each city institute "martial law". Each of these units makes one unhappy citizen content.

Monarchy has a moderate rate of corruption and waste. The farther a city is from your capital, the higher its level of corruption.

* Under a Monarchy, Tax/Luxury/Science rates cannot be set higher than 70%.

* Monarchy is an excellent form of government for a young civilization.

@@Republic
A Republic is an assembly of autonomous city-states under the control of a central government. Although the central government has the ultimate say in matters that affect the society as a whole, the city-states are given a certain amount of latitude in the governing of local affairs. Decisions are made by the ruler, but are subject to review by a group of officials known as the Senate.

* Each unit costs one shield per turn.
* Settlers eat two Food per turn.

Each unit beyond the first unit that is not in a friendly city (or in a Fortress within three squares of a friendly city) causes one citizen in its home city to become unhappy.

Republics experience a low rate of corruption and waste. The farther a city is from your capital, the higher its level of corruption.

* Under a Republic, Tax/Luxury/Science rates cannot be set higher than 80%.
* Your senate may force a peaceful solution in a conflict.

* Switching to a Republic can give an astounding boost to your Science and Luxury revenues, although you will probably be forced to shift some Trade to Luxuries in order to prevent unhappiness.
* Republics make it difficult and expensive to keep a sizable army in the field, but building certain Improvements and Wonders can help to alleviate this problem.

@CONCEPT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the CONCEPT.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;

@@Disband
When a friendly unit becomes obsolete, costs too much to maintain, or causes unhappiness among your population, you might want to eliminate the unit. To eliminate a unit, order it to disband by holding down the shift key and pressing "D", or by selecting "Disband" from the Orders menu. Once disbanded, the unit is permanently removed from the game.

When a unit is disbanded inside a friendly city, half of the unit's production cost in Shields is added to the production of whatever unit, Improvement, or Wonder is currently under production in the city.

@@Fortify
Roman legions on campaign halted their march early enough each evening to build a completely fortified camp for the night. They had learned the value of defensive fortifications when under attack. Where possible, it was the standard practice of most armies to build defensive works of some type whenever expecting an attack. Fortified defenders had their fighting strength multiplied, making it much harder to defeat them.

Ground units can be ordered to fortify by pressing the "F" key, or by selecting "Fortify" from the Orders menu. The defensive value of fortified units is increased by 50 percent.

@@Fortress
Once your civilization has discovered Defensive Tactics, Public Workers and Golems have the ability to construct fortresses. Fortresses can be utilized to defend city perimeters and to block key points of access from enemy armies. A properly manned fortress can provide an effective defense by doubling the defensive strength of all units stationed within. Unlike normal combat, units stacked within a fortress defend and are destroyed one at a time in battle, rather than being destroyed simultaneously. Fortresses themselves do not suffer damage in the attack.

Public Workers and Golems can construct fortresses by pressing the "F" key, or choosing the Build Fortress command from the Orders menu. Units within a fortress have their defensive strengths doubled. Under a Republic, units stationed inside fortresses built within three squares of their home city do not cause unhappiness.

@@Irrigation
When the early farmers moved down from the hills into the valleys of the Nile, Tigris, and Euphrates Rivers, they had to develop the technology of irrigation. The freshwater rivers passed through lands essentially barren due to the lack of rainfall. Through irrigation, water could be removed from the rivers and spread on the nearby land, making it suitable for farming.

Irrigation increases Food production in Grasslands, Plains, Deserts, and Hills. Only squares vertically or horizontally adjacent to water (Oceans or Rivers) or another irrigated square can be irrigated. Public Workers and Golems can be ordered to irrigate by pressing the "I" key, or by selecting "Build Irrigation" from the Orders menu.

@@Luxuries
The provision of Luxuries for your citizens is indicated by the goblet icons in the Resource Box of the City Display. Each two Luxuries makes one content citizen happy, or one unhappy citizen content. The amount of Luxuries a city produces is mainly determined by the percentage of Trade you have allocated to Luxuries. This can be adjusted using the "Change Tax Rate" command on the Kingdom menu. A city's Luxuries can also be increased by building certain City Improvements and Wonders of the World, and by converting citizens into Entertainers.

@@Mining
Early civilizations had little difficulty locating nearly pure deposits of useful metals, such as gold, silver, and copper, lying exposed on the Earth's surface. As time passed, the surface deposits were exhausted, and people began digging into the ground to look for more. Mining and excavation for metals and other valuable materials continues today.

Mining increases the Shield production of Deserts and Mountains by one, and increases the Shield production of Hills by 3. Public Workers and Golems can be ordered to dig mines by pressing the "M" key, or by choosing the "Build Mine" command from the Orders menu.

@@Pillage
The terrain improvements built by other civilizations (irrigation, mines, roads, etc.) can be destroyed by moving a unit into the improved terrain square and ordering the unit to pillage. This reduces the production value of the land, and forces your enemy to re-develop the terrain.

Units can be ordered to pillage by holding down the shift key and pressing "P", or by choosing the "Pillage" command from the Orders menu. The unit must be ordered to pillage once for each of the terrain improvements you want to destroy. A fully developed terrain square (farmland with a railroad, for example) must be pillaged four times in order to remove all improvements.

@@Pollution
Pollution is most commonly caused by the excessive production of Shields in a city; however, it may also be caused by large city populations (after the discovery of the Automobile), nuclear attacks, or the meltdown of a Nuclear Plant. When a city poses a potential pollution problem, skulls on yellow triangles appear in the Information Box of the City Display. The more skulls a city generates, the higher the city's chance of polluting a terrain square within the city radius each turn. When world pollution reaches sufficiently critical levels, there is a chance that global warming can occur.

Pollution can be cleaned up by moving Settlers or Engineers into the polluted square and pressing the "P" key, or choosing the "Clean Up Pollution" command from the Orders menu. Pollution production of cities can be reduced through the construction of certain City Improvements, or by reducing the city's Shield production.

@@Railroads
Casbah can never be built.

@@Roads
A network of good quality roads improves travel between cities. Roads were important to ancient civilizations for trade and the movement of troops. As technology grew, roads were improved. Modern, paved roads are passable in almost any type of weather, and can be traversed much more quickly than dirt roads.

Roads can be built by Public Workers and Golems by pressing the "R" key, or by selecting the "Build Road" command from the Orders menu. Roads can be built in any terrain except Oceans; however, they cannot be built in a River square until the discovery of Civil Engineering. Units moving along roads expend only one third of a movement point per square, regardless of terrain type. Roads also increase the amount of Trade produced by Deserts, Plains, and Grasslands.

@@Science
The amount of scientific research contributed by a city is indicated by the beaker icons shown in the Resource Chart of the City Display. At the start of each turn, the science output of each city is added to the research project currently in progress, eventually resulting in the discovery of a new Civilization Advance. The more beakers each city produces, the faster new Advances are discovered. The amount of science produced by your civilization is primarily determined by the amount of incoming Trade you have allocated to science. This percentage can be adjusted by selecting the "Change Tax Rate" command on the Kingdom menu.

The science output of individual cities and your civilization as a whole can also be increased by building certain City Improvements and Wonders of the World, or by converting citizens into Scientists.

@@Sentry
Units ordered to go on sentry duty appear as gray silhouettes. These units are removed from the movement queue, and remain on sentry duty until another unit moves into their sight range or until they are manually reactivated. Units on sentry duty inside a city are automatically loaded onto ships (up to the ship's unit carrying capacity) when the ship leaves the city.

Units are placed on sentry duty by pressing the "S" key, or by choosing the "Sentry" option on the Orders menu. Damaged units placed on sentry inside a city become active when they have been completely repaired.

@@Shields
The production of raw materials by your cities is represented by shield icons. Thus, raw materials are commonly referred to as "Shields". The number of Shields produced by each city is displayed in the Resource Chart of the City Display. Shields are used to support units. Each unit might, depending on government type and other circumstances, require that its home city expend one Shield per turn to support the unit. Excess Shields not used to support units are used for the production of City Improvements, Wonders of the World, and new units.

Shield production largely depends on the type of terrain surrounding the city. In most circumstances, Shield production of a city can be increased through the construction of certain Improvements and Wonders. The construction of mines also improves Shield production in certain types of terrain.

@@Specialists
The citizen icons displayed in the Population Roster of the City Display represent the city's work force. Each citizen added to the roster is automatically put to work developing one of the terrain squares within the city radius. In certain situations it may become necessary to remove a citizen from terrain production in order to perform a specific task. Citizens so removed are called specialists. There are three types of specialist, each of which increases one of the three components of Trade produced by a city. Entertainers increase Luxuries, Tax Men increase Taxes, and Scientists increase Science production.

To create a specialist, click on any production square in the City Map. The production icons disappear from the square, and an Entertainer appears in the Population Roster. To create a Tax Man, click the Entertainer icon once. To create a Scientist, first create a Tax Man, then click the Tax Man icon once. Cities must be size five or larger to support Tax Men and Scientists.

@@Taxes
The Taxes collected by a city are indicated by gold coin icons in the Resource Chart of the City Display. Taxes are used primarily to pay the maintenance cost of City Improvements each turn. Any tax revenues not used for maintenance of Improvements are added to your treasury. The amount of Taxes generated by the city is primarily determined by the amount of incoming Trade you have allocated to Taxes. This can be adjusted by selecting the "Change Tax Rate" option from the Kingdom menu.

Tax revenues can also be increased through the construction of certain City Improvements and Wonders of the World, or by converting citizens into Tax Men.

@@Trade
Trade represents more than just the exchange of goods and cash between cities and civilizations. Trade also represents the exchange of knowledge and ideas, and the recreational travel and activities of the citizens of your civilization. The total amount of Trade produced by each city is represented by double-arrow icons displayed in the Resource Chart of the City Display. Trade is then broken down into three separate components: Taxes, Luxuries, and Science. The amount of Trade allocated to each of these areas is controlled by selecting the "Change Tax Rate" option on the Kingdom menu.

Trade can be increased through the construction of certain City Improvements and Wonders of the World. It can also be increased through terrain improvements, and through the establishment of trade routes.

@@Trade Routes
Trade routes are established by moving a Merchant or Luggage unit into a city at least ten squares from the unit's home city. You receive an immediate cash payment on the turn that the route is established. On each ensuing turn, each city receives a Trade bonus for as long as the trade route exists. The farther apart the two cities are, the more valuable the trade route. Trade routes established with cities of a rival civilization tend to be more profitable than those established between friendly cities. Each city may have up to three active trade routes at any time.

When using the Advanced Trade rules, the value of a trade route is also affected by the type of goods traded. When trading a commodity that is demanded by the destination city, the trade route is much more profitable.

@@Veteran Units
During the American Civil War, soldiers who had never been in battle were said to have "seen the elephant" after being under fire for the first time. Afterward, they were considered veterans. History shows that well-trained, veteran soldiers are much more likely to survive a battle than inexperienced troops.

Units have a 50 percent chance of becoming Veterans each time they survive a combat encounter. Cities with a Barracks Improvement automatically produce Veteran units, as do all cities under the influence of the Sun Tzu's War Academy Wonder. The attack and defense factors of Veteran units is increased by 50 percent.

@@Corruption and Waste
As your civilization grows, you might notice that some of your cities are losing some of their Trade and Shields to corruption and waste. Corruption is Trade income that is lost to theft, embezzlement, and other illegal practices. Waste is Shield production that is lost to inefficiency. The farther a city is from your capital, the more corruption and waste it experiences. The amount of corruption and waste is also affected by the system of government you are using.
 
Corruption and waste, if left unchecked, can significantly slow the development of your civilization. Both corruption and waste can be reduced by 50 percent by building Guild Gallows in the city experiencing the problem. The best solution, however, is to switch your system of government to a more advanced form. The more advanced the government, the less corruption and waste you experience. Communism and Democracy alleviate this problem altogether.

@@Unhappiness Due to Civ Size
Once you have built a certain number of cities, your citizens start to worry about your ability to effectively govern your civilization. When this occurs, additional unhappy citizens appear in each city.

The number of cities you can build before causing additional unhappiness is based on a number of factors, including game difficulty level and government type. The number of cities is higher for more advanced governments and lower levels of difficulty.

@@Combat Damage
It is now possible for units to be damaged as a result of combat. In each successful attack, a unit inflicts an amount of damage equal to its Firepower rating. The amount of damage a unit can sustain before it is destroyed is determined by multiplying the unit's Hit Point rating by ten.

The approximate amount of damage a unit has sustained can be determined by the length and color of the unit's damage bar (the colored bar at the top of the unit's shield symbol). A green bar indicates that the unit has lost from 0 to 33 percent of its Hit Points, a yellow bar shows that the unit has lost from 34 to 66 percent, and a red bar indicates that it has lost 67 percent or more.

Damage also affects the movement of a unit. The percentage of movement lost is equivalent to the percentage of Hit Points lost. Sea units can never have their movement reduced below two. The movement of air units is not affected by damage.

@@Transforming Terrain
In addition to the changes to Terrain that can be made through irrigation and mining, Golems are able to transform map squares into a radically different Terrain types by using the "Transform" command on the Orders menu. Terrain transformation is particularly useful if the Terrain surrounding a city doesn't produce sufficient resources.

See the Civilopedia entries for each Terrain type for the results of Golem transformation.

@@Airbases
After the discovery of Teleportation scrolls, your Public Workers and Golems have the ability to construct Landing Towers. Landing Towers act as stop over stations for flying unit, as they contain everything they need: magic potions for Wizards and Magic Carpets, coffins in the cellar for the Vampires and hard beds and tea for the Witches. Strategically placed Landing Towers effectively extend the range of these units, allowing them to operate farther from friendly cities.

To build an Landing Tower, chose the "Airbase" command from the Orders menu, or press the "e" key.

@@Airlift
After the discovery of Teleportation scrolls, you have the ability to perform Teleportation operations between your cities. Teleportation allows you to move units instantly over great distances. In order to Teleport a unit between two cities, both cities must have a Teleportation Gate.

To Teleport a unit, move the unit into a city with a Teleportation Gate and choose "Airlift" from the Orders menu, or press the "l" key. A menu of possible destinations appears. Choose the destination city from the menu, and the unit is instantly transported to that city. The unit becomes available for use on the following turn.

@@City Squares
;Translation Note: This refers to the map squares occupied by cities, not "Town Squares".
The resources utilized by a city are not only generated in the squares surrounding the city: they are also generated by the city square itself. The city square generates all the resources normally produced by the Terrain type on which the city is built. In addition, the Terrain square occupied by the city is improved to the maximum extent possible. The city square automatically contains a road, which is upgraded to a railroad when the Railroad Advance is discovered. The city square is also automatically irrigated or mined, depending on the type of terrain. Finally, if the city is built on Terrain that normally produces no Shields, one Shield is automatically added to the other resources generated in the city square. These enhancements ensure that the city square produces the maximum amount of resources possible.


@This must be here to terminate search!!!

